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	<id>https://nfnc.camlarp.co.uk/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jim</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=Jim"/>
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	<updated>2026-05-12T16:20:52Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=1792</id>
		<title>Downtime</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=1792"/>
		<updated>2016-01-19T15:24:37Z</updated>

		<summary type="html">&lt;p&gt;Jim: /* Downtime */&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;
*Downtime must be submitted before 1am on Monday.&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;
== 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>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Template:StartingXP&amp;diff=1790</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=1790"/>
		<updated>2016-01-14T18:39:31Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;48&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Main_Page&amp;diff=1789</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=1789"/>
		<updated>2016-01-13T14:22:56Z</updated>

		<summary type="html">&lt;p&gt;Jim: &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;
===Event details===&lt;br /&gt;
For details on event timings, please see our main society website at&lt;br /&gt;
http://www.camlarp.co.uk/Main_Page.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This includes directions to the venue for our next linear and interactive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Website Update ongoing===&lt;br /&gt;
We are updating the website to fit the most recent Setting and Rules information. &lt;br /&gt;
The most up to date game information can be found in the documents below:&lt;br /&gt;
*[https://docs.google.com/document/d/1B_XN9th6RwlCkQd7KX-rBlBRiQ8KNEMqWiuQwmPd82o/edit?usp=sharing Rules]&lt;br /&gt;
*[https://drive.google.com/file/d/0B82w-m3ct6WOUWZlb2hSV2ZnRUk/view?usp=sharing Setting]&lt;br /&gt;
*[https://docs.google.com/document/d/1ZP5ysHyy-fiPe3Z0rV_SPxS5pTAUG671rZgUquLD8aM/edit?usp=sharing Character generation]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Welcome to Mat Sellah, a recently discovered land centred around a mysterious Portal to the Beyond. Once a week, the Containment Zone around the Portal is opened up so that anyone with Faction sponsorship may freely investigate the Portal. &lt;br /&gt;
&lt;br /&gt;
Your PC is sufficiently trusted to be allowed unrestricted access during these times. The Delegations number a couple of hundred people from each Faction, and the Portal Camp contains roughly double that number of Guild professionals, sailors, fortune-seekers and so on. &lt;br /&gt;
&lt;br /&gt;
You will get personal objectives sent to you from your factions, and completing these will put you in better standing and potentially get you more resources or responsibility. &lt;br /&gt;
&lt;br /&gt;
You have been authorised to contact any settlements found on Mat Sellah and given an allowance for bribes, supplies, etc. Do well, and prestige and fortune will be yours. Fail, and at best you’ll get a cramped ride back on the next cargo ship...&lt;br /&gt;
&lt;br /&gt;
The year is 616 Post-Collapse, and the treasures of Mat Sellah are yours for the taking.&lt;br /&gt;
&lt;br /&gt;
If you are interested in the game, please come along to one of our Interactives or Linears, or contact the Refs at larp-refs@srcf.net.&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
=== Starting XP ===&lt;br /&gt;
*This week, any new PCs have {{StartingXP}} XP.&lt;br /&gt;
&lt;br /&gt;
===Recent Updates: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Rules&#039;&#039;&#039;&lt;br /&gt;
*DROP has been removed. If your PC is going to fall unconscious, a Ref will tell you this.&lt;br /&gt;
*DISRUPT now only pauses a ritual if it hits the Leader. This saves having to communicate to the Leader when you get hit.&lt;br /&gt;
*Arrows do CRUSH. If you are calling your shot because it&#039;s too close to safely loose, you still call TRIPLE STRIKEDOWN.&lt;br /&gt;
*Armour rules have been clarified. You get one extra hit per rank of Armour, and need to cover one location per extra hit you want to claim from the Armour skill.  Heavy Armour now gives unlimited uses of &amp;quot;take CRUSH as TRIPLE STRIKEDOWN&amp;quot;. Light Armour gives one use of this per encounter.&lt;br /&gt;
*You may use any suitable short phrase like &amp;quot;Builder smite you!&amp;quot; etc. as the vocal for an instant spell. &amp;quot;By my power&amp;quot; was not very thematic.&lt;br /&gt;
*Terminal has been simplified. A Terminal PC is now able to walk if the player wishes them to be, and dies after 30 seconds if they take damage.&lt;br /&gt;
*Stamina now only regenerates on REFRESH.&lt;br /&gt;
**Ability: Catch Breath has been updated to reflect this. It will now not restore Stamina.&lt;br /&gt;
*RESTORE changes to RESTORE LIMBS, which is more self-explanatory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Force 5: Instantaneous MAGIC TRIPLE CRUSH is now MAGIC CRUSH and a L4 Spell. it is replaced by &amp;quot;Instantaneous Magic Triple on 2 separate targets&amp;quot;.&lt;br /&gt;
*Meta-Rituals 3: Changes from a Ritual to: &#039;&#039;Ability - Bolster Effect: This may be used while you lead a ritual. Every Participant counts as contributing 50% more stamina than they did. Using this ability consumes all of your remaining Stamina (This Stamina is not contributed to the Ritual).&#039;&#039;&lt;br /&gt;
*Will 4: Adds the new Ability &#039;&#039;Ability-  Mind War: You may choose to pay double the Stamina or Wound cost to resist a COMPEL. You may then immediately call the same Compel at any target within 10m.&#039;&#039;&lt;br /&gt;
*Corpus 4: CURE 9 is now CURE 12&lt;br /&gt;
*Corpus 5: CURE 20 RESTORE is replaced by “Three uses of ranged CURE 3 over the next 10 seconds”&lt;br /&gt;
&lt;br /&gt;
[[Rules_Updates| Full rules change list is here]]. &lt;br /&gt;
&lt;br /&gt;
We will keep the most recent updates on the front page.&lt;br /&gt;
&lt;br /&gt;
Please email feedback to [mailto:larp-feedback@srcf.net larp-feedback@srcf.net]. &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>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Faction_Regulation&amp;diff=1788</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=1788"/>
		<updated>2015-12-02T16:56:47Z</updated>

		<summary type="html">&lt;p&gt;Jim: &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 instead 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. This vote 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>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Template:StartingXP&amp;diff=1782</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=1782"/>
		<updated>2015-11-05T13:58:49Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;43&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Rules_Updates&amp;diff=1760</id>
		<title>Rules Updates</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Rules_Updates&amp;diff=1760"/>
		<updated>2015-10-09T16:04:06Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;2015-2016&#039;&#039;&#039;&lt;br /&gt;
*DROP has been removed. If your PC is going to fall unconscious, a Ref will tell you this.&lt;br /&gt;
*DISRUPT now only pauses a ritual if it hits the Leader. This saves having to communicate to the Leader when you get hit.&lt;br /&gt;
*Arrows do CRUSH. If you are calling your shot because it&#039;s too close to safely loose, you still call TRIPLE STRIKEDOWN.&lt;br /&gt;
*Armour rules have been clarified. You get one extra hit per rank of Armour, and need to cover one location per extra hit you want to claim from the Armour skill.  Heavy Armour now gives unlimited uses of &amp;quot;take CRUSH as TRIPLE STRIKEDOWN&amp;quot;. Light Armour gives one use of this per encounter.&lt;br /&gt;
*You may use any suitable short phrase like &amp;quot;Builder smite you!&amp;quot; etc. as the vocal for an instant spell. &amp;quot;By my power&amp;quot; was not very thematic.&lt;br /&gt;
*Terminal has been simplified. A Terminal PC is now able to walk if the player wishes them to be, and dies after 30 seconds if they take damage.&lt;br /&gt;
*Stamina now only regenerates on REFRESH.&lt;br /&gt;
**Ability: Catch Breath has been updated to reflect this. It will now not restore Stamina.&lt;br /&gt;
*RESTORE changes to RESTORE LIMBS, which is more self-explanatory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Force 5: Instantaneous MAGIC TRIPLE CRUSH is now MAGIC CRUSH and a L4 Spell. it is replaced by &amp;quot;Instantaneous Magic Triple on 2 separate targets&amp;quot;.&lt;br /&gt;
*Meta-Rituals 3: Changes from a Ritual to: &#039;&#039;Ability - Bolster Effect: This may be used while you lead a ritual. Every Participant counts as contributing 50% more stamina than they did. Using this ability consumes all of your remaining Stamina (This Stamina is not contributed to the Ritual).&#039;&#039;&lt;br /&gt;
*Will 4: Adds the new Ability &#039;&#039;Ability-  Mind War: You may choose to pay double the Stamina or Wound cost to resist a COMPEL. You may then immediately call the same Compel at any target within 10m.&#039;&#039;&lt;br /&gt;
*Corpus 4: CURE 9 is now CURE 12&lt;br /&gt;
*Corpus 5: CURE 20 RESTORE is replaced by “Three uses of ranged CURE 3 over the next 10 seconds”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2014-2015&#039;&#039;&#039;&lt;br /&gt;
*Surgery and Biomancy skills have been clarified to be {{gloss|appropriate roleplay}} rather than specific, less clear terms such as &amp;quot;treatment&amp;quot; or &amp;quot;meditation&amp;quot;.&lt;br /&gt;
*[[Wounds_and_Dying#Wounds|Wounds]] have been clarified to better deal with characters who have acquired multiple wound tracks. &lt;br /&gt;
*We have made the first set of changes folling the Rules Review:&lt;br /&gt;
**The Stamina cost of Heavy Armour has been reduced.&lt;br /&gt;
**A call of NOTHING accompanying a blow with a weapon indicates that the blow is not hard enough to cause your character to lose a Hit.&lt;br /&gt;
**The Doctor is In ( [[Prof:Healing|Healing]] L3 Ability) will now require Curative Herbs costing 4D. A supply of these will be provided each week to the interactive venue. More may be purchased in downtime. &lt;br /&gt;
**Revenants created by [[Prof:Necromancy|Necromancy]] now become Dying and bleed out in 30s when reduced to 0 Hits. &lt;br /&gt;
**Necromancy 1 now grants the ability to extend a Revenant&#039;s lifespan.&lt;br /&gt;
**Necromancy 2 now grants the ability to CURE 1 on the target revenant.&lt;br /&gt;
**Necromancy 3 now cannot be used mid-combat.&lt;br /&gt;
**Necromancy 4 now has multiple upgrade options, rather than just KNOCKBACK.&lt;br /&gt;
*We have updated the section on  [[Magic_and_the_Supernatural#Sacrifice|Sacrifice]] with how it is believed to work IC. This was on the original Manual but was late in being transferred to the wiki.&lt;br /&gt;
*We have clarified the use of Biomancy and other disguise methods in uptime on the page [[Disguises]].&lt;br /&gt;
*Necromancy and Corpus have been updated with further information on the valid targets for each. Corpus simply requires a body. Necromancy requires the body of a sentient creature. &lt;br /&gt;
*Change the stamina costs of Heavy Armour&lt;br /&gt;
*Add the NOTHING call to the system&lt;br /&gt;
*Force 5 has been unlocked. You may now buy it on your PCs.&lt;br /&gt;
*[[Prof:Transmutation|Transmutation]] 3: Destruction has been updated for clarity. It grants one use of MAGIC TRIPLE KNOCKBACK, plus one per additional Participant. it does not give unlimited calls. &lt;br /&gt;
*[[Character_Creation_Mechanics#Buying_New_Skills|Starting XP]] for new characters has been simplified.&lt;br /&gt;
*Orisons from the Transmutation skill clarified.&lt;br /&gt;
**You get all the examples which are appropriate to your Paradigm. You may research more as a [[Downtime|Major Action]].&lt;br /&gt;
**Ease Pain has been removed. If you want to remove pain, use an Anaesthetic from Psychomancy, if you want to remove the painful part of a Wound, use Healing abilities.&lt;br /&gt;
* IC rules for trials have been altered to replace Trial By Combat with a voting mechanism.&lt;br /&gt;
* Rules for the &#039;&#039;Catch Breath&#039;&#039; ability have been changed. [[General_Rules#Player_Character_Specifics|See here]]&lt;br /&gt;
*Improvised Rituals have been clarified. You may not perform these in Downtime and you may only lead one per day. &lt;br /&gt;
*Armour has been clarified. A character never gains current hits by putting on armour. If they have lost hits and remove armour they drop to 1 Hit.&lt;br /&gt;
*Orisons from the Transmutation skill clarified.&lt;br /&gt;
**You get all the examples which are appropriate to your Paradigm. You may research more as a [[Downtime|Major Action]].&lt;br /&gt;
**Ease Pain has been removed. If you want to remove pain, use an Anaesthetic from Psychomancy, if you want to remove the painful part of a Wound, use Healing abilities.&lt;br /&gt;
*Starting XP for new characters has been simplified.&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Main_Page&amp;diff=1759</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=1759"/>
		<updated>2015-10-09T16:03:51Z</updated>

		<summary type="html">&lt;p&gt;Jim: &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;
===Event details===&lt;br /&gt;
For details on event timings, please see our main society website at&lt;br /&gt;
http://www.camlarp.co.uk/Main_Page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Website Update ongoing===&lt;br /&gt;
We are updating the website to fit the most recent Setting and Rules information. &lt;br /&gt;
The most up to date game information can be found in the documents below:&lt;br /&gt;
*[https://docs.google.com/document/d/1B_XN9th6RwlCkQd7KX-rBlBRiQ8KNEMqWiuQwmPd82o/edit?usp=sharing Rules]&lt;br /&gt;
*[https://drive.google.com/file/d/0B82w-m3ct6WOUWZlb2hSV2ZnRUk/view?usp=sharing Setting]&lt;br /&gt;
*[https://docs.google.com/document/d/1ZP5ysHyy-fiPe3Z0rV_SPxS5pTAUG671rZgUquLD8aM/edit?usp=sharing Character generation]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Welcome to Mat Sellah, a recently discovered land centred around a mysterious Portal to the Beyond. Once a week, the Containment Zone around the Portal is opened up so that anyone with Faction sponsorship may freely investigate the Portal. &lt;br /&gt;
&lt;br /&gt;
Your PC is sufficiently trusted to be allowed unrestricted access during these times. The Delegations number a couple of hundred people from each Faction, and the Portal Camp contains roughly double that number of Guild professionals, sailors, fortune-seekers and so on. &lt;br /&gt;
&lt;br /&gt;
You will get personal objectives sent to you from your factions, and completing these will put you in better standing and potentially get you more resources or responsibility. &lt;br /&gt;
&lt;br /&gt;
You have been authorised to contact any settlements found on Mat Sellah and given an allowance for bribes, supplies, etc. Do well, and prestige and fortune will be yours. Fail, and at best you’ll get a cramped ride back on the next cargo ship...&lt;br /&gt;
&lt;br /&gt;
The year is 615 Post-Collapse, and the treasures of Mat Sellah are yours for the taking.&lt;br /&gt;
&lt;br /&gt;
If you are interested in the game, please come along to one of our Interactives or Linears, or contact the Refs at larp-refs@srcf.net.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
=== Starting XP ===&lt;br /&gt;
*This week, any new PCs have {{StartingXP}} XP.&lt;br /&gt;
&lt;br /&gt;
===Recent Updates: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Rules&#039;&#039;&#039;&lt;br /&gt;
*DROP has been removed. If your PC is going to fall unconscious, a Ref will tell you this.&lt;br /&gt;
*DISRUPT now only pauses a ritual if it hits the Leader. This saves having to communicate to the Leader when you get hit.&lt;br /&gt;
*Arrows do CRUSH. If you are calling your shot because it&#039;s too close to safely loose, you still call TRIPLE STRIKEDOWN.&lt;br /&gt;
*Armour rules have been clarified. You get one extra hit per rank of Armour, and need to cover one location per extra hit you want to claim from the Armour skill.  Heavy Armour now gives unlimited uses of &amp;quot;take CRUSH as TRIPLE STRIKEDOWN&amp;quot;. Light Armour gives one use of this per encounter.&lt;br /&gt;
*You may use any suitable short phrase like &amp;quot;Builder smite you!&amp;quot; etc. as the vocal for an instant spell. &amp;quot;By my power&amp;quot; was not very thematic.&lt;br /&gt;
*Terminal has been simplified. A Terminal PC is now able to walk if the player wishes them to be, and dies after 30 seconds if they take damage.&lt;br /&gt;
*Stamina now only regenerates on REFRESH.&lt;br /&gt;
**Ability: Catch Breath has been updated to reflect this. It will now not restore Stamina.&lt;br /&gt;
*RESTORE changes to RESTORE LIMBS, which is more self-explanatory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Force 5: Instantaneous MAGIC TRIPLE CRUSH is now MAGIC CRUSH and a L4 Spell. it is replaced by &amp;quot;Instantaneous Magic Triple on 2 separate targets&amp;quot;.&lt;br /&gt;
*Meta-Rituals 3: Changes from a Ritual to: &#039;&#039;Ability - Bolster Effect: This may be used while you lead a ritual. Every Participant counts as contributing 50% more stamina than they did. Using this ability consumes all of your remaining Stamina (This Stamina is not contributed to the Ritual).&#039;&#039;&lt;br /&gt;
*Will 4: Adds the new Ability &#039;&#039;Ability-  Mind War: You may choose to pay double the Stamina or Wound cost to resist a COMPEL. You may then immediately call the same Compel at any target within 10m.&#039;&#039;&lt;br /&gt;
*Corpus 4: CURE 9 is now CURE 12&lt;br /&gt;
*Corpus 5: CURE 20 RESTORE is replaced by “Three uses of ranged CURE 3 over the next 10 seconds”&lt;br /&gt;
&lt;br /&gt;
[[Rules_Updates| Full rules change list is here]]. &lt;br /&gt;
&lt;br /&gt;
We will keep the most recent updates on the front page.&lt;br /&gt;
&lt;br /&gt;
Please email feedback to [mailto:larp-feedback@srcf.net larp-feedback@srcf.net]. &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>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Main_Page&amp;diff=1758</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=1758"/>
		<updated>2015-10-09T15:56:10Z</updated>

		<summary type="html">&lt;p&gt;Jim: /* Announcements */&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;
===Event details===&lt;br /&gt;
For details on event timings, please see our main society website at&lt;br /&gt;
http://www.camlarp.co.uk/Main_Page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Website Update ongoing===&lt;br /&gt;
We are updating the website to fit the most recent Setting and Rules information. &lt;br /&gt;
The most up to date game information can be found in the documents below:&lt;br /&gt;
*[https://docs.google.com/document/d/1B_XN9th6RwlCkQd7KX-rBlBRiQ8KNEMqWiuQwmPd82o/edit?usp=sharing Rules]&lt;br /&gt;
*[https://drive.google.com/file/d/0B82w-m3ct6WOUWZlb2hSV2ZnRUk/view?usp=sharing Setting]&lt;br /&gt;
*[https://docs.google.com/document/d/1ZP5ysHyy-fiPe3Z0rV_SPxS5pTAUG671rZgUquLD8aM/edit?usp=sharing Character generation]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Welcome to Mat Sellah, a recently discovered land centred around a mysterious Portal to the Beyond. Once a week, the Containment Zone around the Portal is opened up so that anyone with Faction sponsorship may freely investigate the Portal. &lt;br /&gt;
&lt;br /&gt;
Your PC is sufficiently trusted to be allowed unrestricted access during these times. The Delegations number a couple of hundred people from each Faction, and the Portal Camp contains roughly double that number of Guild professionals, sailors, fortune-seekers and so on. &lt;br /&gt;
&lt;br /&gt;
You will get personal objectives sent to you from your factions, and completing these will put you in better standing and potentially get you more resources or responsibility. &lt;br /&gt;
&lt;br /&gt;
You have been authorised to contact any settlements found on Mat Sellah and given an allowance for bribes, supplies, etc. Do well, and prestige and fortune will be yours. Fail, and at best you’ll get a cramped ride back on the next cargo ship...&lt;br /&gt;
&lt;br /&gt;
The year is 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;
=== Starting XP ===&lt;br /&gt;
*This week, any new PCs have {{StartingXP}} XP.&lt;br /&gt;
&lt;br /&gt;
===Recent Updates: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Rules&#039;&#039;&#039;&lt;br /&gt;
*DROP has been removed. If your PC is going to fall unconscious, a Ref will tell you this.&lt;br /&gt;
*DISRUPT now only pauses a ritual if it hits the Leader. This saves having to communicate to the Leader when you get hit.&lt;br /&gt;
*Arrows do CRUSH. If you are calling your shot because it&#039;s too close to safely loose, you still call TRIPLE STRIKEDOWN.&lt;br /&gt;
*Armour rules have been clarified. You get one extra hit per rank of Armour, and need to cover one location per extra hit you want to claim from the Armour skill.  Heavy Armour now gives unlimited uses of &amp;quot;take CRUSH as TRIPLE STRIKEDOWN&amp;quot;. Light Armour gives one use of this per encounter.&lt;br /&gt;
*You may use any suitable short phrase like &amp;quot;Builder smite you!&amp;quot; etc. as the vocal for an instant spell. &amp;quot;By my power&amp;quot; was not very thematic.&lt;br /&gt;
*Terminal has been simplified. A Terminal PC is now able to walk if the player wishes them to be, and dies after 30 seconds if they take damage.&lt;br /&gt;
*Stamina now only regenerates on REFRESH.&lt;br /&gt;
**Ability: Catch Breath has been updated to reflect this. It will now not restore Stamina.&lt;br /&gt;
*RESTORE changes to RESTORE LIMBS, which is more self-explanatory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Force 5: Instantaneous MAGIC TRIPLE CRUSH is now MAGIC CRUSH and a L4 Spell. it is replaced by &amp;quot;Instantaneous Magic Triple on 2 separate targets&amp;quot;.&lt;br /&gt;
*Meta-Rituals 3: Changes from a Ritual to: &#039;&#039;Ability - Bolster Effect: This may be used while you lead a ritual. Every Participant counts as contributing 50% more stamina than they did. Using this ability consumes all of your remaining Stamina (This Stamina is not contributed to the Ritual).&#039;&#039;&lt;br /&gt;
*Will 4: Adds the new Ability &#039;&#039;Ability-  Mind War: You may choose to pay double the Stamina or Wound cost to resist a COMPEL. You may then immediately call the same Compel at any target within 10m.&#039;&#039;&lt;br /&gt;
*Corpus 4: CURE 9 is now CURE 12&lt;br /&gt;
*Corpus 5: CURE 20 RESTORE is replaced by “Three uses of ranged CURE 3 over the next 10 seconds”&lt;br /&gt;
&lt;br /&gt;
[[Rules_Updates| Full rules change list is here]]. &lt;br /&gt;
&lt;br /&gt;
We will keep the most recent updates on the front page.&lt;br /&gt;
&lt;br /&gt;
Please email feedback to [mailto:larp-feedback@srcf.net larp-feedback@srcf.net]. &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>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Main_Page&amp;diff=1757</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=1757"/>
		<updated>2015-10-08T18:00:09Z</updated>

		<summary type="html">&lt;p&gt;Jim: /* Website Update ongoing */&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;
===Event details===&lt;br /&gt;
For details on event timings, please see our main society website at&lt;br /&gt;
http://www.camlarp.co.uk/Main_Page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Website Update ongoing===&lt;br /&gt;
We are updating the website to fit the most recent Setting and Rules information. &lt;br /&gt;
The most up to date game information can be found in the documents below:&lt;br /&gt;
*[https://docs.google.com/document/d/1B_XN9th6RwlCkQd7KX-rBlBRiQ8KNEMqWiuQwmPd82o/edit?usp=sharing Rules]&lt;br /&gt;
*[https://drive.google.com/file/d/0B82w-m3ct6WOUWZlb2hSV2ZnRUk/view?usp=sharing Setting]&lt;br /&gt;
*[https://docs.google.com/document/d/1ZP5ysHyy-fiPe3Z0rV_SPxS5pTAUG671rZgUquLD8aM/edit?usp=sharing Character generation]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Welcome to Mat Sellah, a recently discovered land centred around a mysterious Portal to the Beyond. Once a week, the Containment Zone around the Portal is opened up so that anyone with Faction sponsorship may freely investigate the Portal. &lt;br /&gt;
&lt;br /&gt;
Your PC is sufficiently trusted to be allowed unrestricted access during these times. The Delegations number a couple of hundred people from each Faction, and the Portal Camp contains roughly double that number of Guild professionals, sailors, fortune-seekers and so on. &lt;br /&gt;
&lt;br /&gt;
You will get personal objectives sent to you from your factions, and completing these will put you in better standing and potentially get you more resources or responsibility. &lt;br /&gt;
&lt;br /&gt;
You have been authorised to contact any settlements found on Mat Sellah and given an allowance for bribes, supplies, etc. Do well, and prestige and fortune will be yours. Fail, and at best you’ll get a cramped ride back on the next cargo ship...&lt;br /&gt;
&lt;br /&gt;
The year is 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;
=== Starting XP ===&lt;br /&gt;
*This week, any new PCs have {{StartingXP}} XP.&lt;br /&gt;
&lt;br /&gt;
===Recent Updates: ===&lt;br /&gt;
*Surgery and Biomancy skills have been clarified to be {{gloss|appropriate roleplay}} rather than specific, less clear terms such as &amp;quot;treatment&amp;quot; or &amp;quot;meditation&amp;quot;.&lt;br /&gt;
*[[Wounds_and_Dying#Wounds|Wounds]] have been clarified to better deal with characters who have acquired multiple wound tracks. &lt;br /&gt;
*We have made the first set of changes folling the Rules Review:&lt;br /&gt;
**The Stamina cost of Heavy Armour has been reduced.&lt;br /&gt;
**A call of NOTHING accompanying a blow with a weapon indicates that the blow is not hard enough to cause your character to lose a Hit.&lt;br /&gt;
**The Doctor is In ( [[Prof:Healing|Healing]] L3 Ability) will now require Curative Herbs costing 4D. A supply of these will be provided each week to the interactive venue. More may be purchased in downtime. &lt;br /&gt;
**Revenants created by [[Prof:Necromancy|Necromancy]] now become Dying and bleed out in 30s when reduced to 0 Hits. &lt;br /&gt;
**Necromancy 1 now grants the ability to extend a Revenant&#039;s lifespan.&lt;br /&gt;
**Necromancy 2 now grants the ability to CURE 1 on the target revenant.&lt;br /&gt;
**Necromancy 3 now cannot be used mid-combat.&lt;br /&gt;
**Necromancy 4 now has multiple upgrade options, rather than just KNOCKBACK.&lt;br /&gt;
*We have updated the section on  [[Magic_and_the_Supernatural#Sacrifice|Sacrifice]] with how it is believed to work IC. This was on the original Manual but was late in being transferred to the wiki.&lt;br /&gt;
*We have clarified the use of Biomancy and other disguise methods in uptime on the page [[Disguises]].&lt;br /&gt;
*Necromancy and Corpus have been updated with further information on the valid targets for each. Corpus simply requires a body. Necromancy requires the body of a sentient creature. &lt;br /&gt;
&lt;br /&gt;
[[Rules_Updates| Full rules change list is here]]. &lt;br /&gt;
&lt;br /&gt;
We will keep the most recent updates on the front page.&lt;br /&gt;
&lt;br /&gt;
Please email feedback to [mailto:larp-feedback@srcf.net larp-feedback@srcf.net]. &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>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Main_Page&amp;diff=1756</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=1756"/>
		<updated>2015-10-08T09:23:46Z</updated>

		<summary type="html">&lt;p&gt;Jim: /* 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;
===Event details===&lt;br /&gt;
For details on event timings, please see our main society website at&lt;br /&gt;
http://www.camlarp.co.uk/Main_Page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Website Update ongoing===&lt;br /&gt;
We are updating the website to fit the most recent Setting and Rules information. &lt;br /&gt;
The most up to date game information can be found in the documents below:&lt;br /&gt;
*[https://docs.google.com/document/d/1B_XN9th6RwlCkQd7KX-rBlBRiQ8KNEMqWiuQwmPd82o/edit?usp=sharing Rules]&lt;br /&gt;
*[https://drive.google.com/file/d/0B82w-m3ct6WOUWZlb2hSV2ZnRUk/view?usp=sharing Setting]&lt;br /&gt;
*Character generation to come in the next couple of days.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Welcome to Mat Sellah, a recently discovered land centred around a mysterious Portal to the Beyond. Once a week, the Containment Zone around the Portal is opened up so that anyone with Faction sponsorship may freely investigate the Portal. &lt;br /&gt;
&lt;br /&gt;
Your PC is sufficiently trusted to be allowed unrestricted access during these times. The Delegations number a couple of hundred people from each Faction, and the Portal Camp contains roughly double that number of Guild professionals, sailors, fortune-seekers and so on. &lt;br /&gt;
&lt;br /&gt;
You will get personal objectives sent to you from your factions, and completing these will put you in better standing and potentially get you more resources or responsibility. &lt;br /&gt;
&lt;br /&gt;
You have been authorised to contact any settlements found on Mat Sellah and given an allowance for bribes, supplies, etc. Do well, and prestige and fortune will be yours. Fail, and at best you’ll get a cramped ride back on the next cargo ship...&lt;br /&gt;
&lt;br /&gt;
The year is 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;
=== Starting XP ===&lt;br /&gt;
*This week, any new PCs have {{StartingXP}} XP.&lt;br /&gt;
&lt;br /&gt;
===Recent Updates: ===&lt;br /&gt;
*Surgery and Biomancy skills have been clarified to be {{gloss|appropriate roleplay}} rather than specific, less clear terms such as &amp;quot;treatment&amp;quot; or &amp;quot;meditation&amp;quot;.&lt;br /&gt;
*[[Wounds_and_Dying#Wounds|Wounds]] have been clarified to better deal with characters who have acquired multiple wound tracks. &lt;br /&gt;
*We have made the first set of changes folling the Rules Review:&lt;br /&gt;
**The Stamina cost of Heavy Armour has been reduced.&lt;br /&gt;
**A call of NOTHING accompanying a blow with a weapon indicates that the blow is not hard enough to cause your character to lose a Hit.&lt;br /&gt;
**The Doctor is In ( [[Prof:Healing|Healing]] L3 Ability) will now require Curative Herbs costing 4D. A supply of these will be provided each week to the interactive venue. More may be purchased in downtime. &lt;br /&gt;
**Revenants created by [[Prof:Necromancy|Necromancy]] now become Dying and bleed out in 30s when reduced to 0 Hits. &lt;br /&gt;
**Necromancy 1 now grants the ability to extend a Revenant&#039;s lifespan.&lt;br /&gt;
**Necromancy 2 now grants the ability to CURE 1 on the target revenant.&lt;br /&gt;
**Necromancy 3 now cannot be used mid-combat.&lt;br /&gt;
**Necromancy 4 now has multiple upgrade options, rather than just KNOCKBACK.&lt;br /&gt;
*We have updated the section on  [[Magic_and_the_Supernatural#Sacrifice|Sacrifice]] with how it is believed to work IC. This was on the original Manual but was late in being transferred to the wiki.&lt;br /&gt;
*We have clarified the use of Biomancy and other disguise methods in uptime on the page [[Disguises]].&lt;br /&gt;
*Necromancy and Corpus have been updated with further information on the valid targets for each. Corpus simply requires a body. Necromancy requires the body of a sentient creature. &lt;br /&gt;
&lt;br /&gt;
[[Rules_Updates| Full rules change list is here]]. &lt;br /&gt;
&lt;br /&gt;
We will keep the most recent updates on the front page.&lt;br /&gt;
&lt;br /&gt;
Please email feedback to [mailto:larp-feedback@srcf.net larp-feedback@srcf.net]. &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>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Main_Page&amp;diff=1755</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=1755"/>
		<updated>2015-10-07T17:02:28Z</updated>

		<summary type="html">&lt;p&gt;Jim: /* 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;
===Website Update ongoing===&lt;br /&gt;
We are updating the website to fit the most recent Setting and Rules information. &lt;br /&gt;
The most up to date game information can be found in the documents below:&lt;br /&gt;
*[https://docs.google.com/document/d/1B_XN9th6RwlCkQd7KX-rBlBRiQ8KNEMqWiuQwmPd82o/edit?usp=sharing Rules]&lt;br /&gt;
*[https://drive.google.com/file/d/0B82w-m3ct6WOUWZlb2hSV2ZnRUk/view?usp=sharing Setting]&lt;br /&gt;
*Character generation to come in the next couple of days.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Welcome to Mat Sellah, a recently discovered land centred around a mysterious Portal to the Beyond. Once a week, the Containment Zone around the Portal is opened up so that anyone with Faction sponsorship may freely investigate the Portal. &lt;br /&gt;
&lt;br /&gt;
Your PC is sufficiently trusted to be allowed unrestricted access during these times. The Delegations number a couple of hundred people from each Faction, and the Portal Camp contains roughly double that number of Guild professionals, sailors, fortune-seekers and so on. &lt;br /&gt;
&lt;br /&gt;
You will get personal objectives sent to you from your factions, and completing these will put you in better standing and potentially get you more resources or responsibility. &lt;br /&gt;
&lt;br /&gt;
You have been authorised to contact any settlements found on Mat Sellah and given an allowance for bribes, supplies, etc. Do well, and prestige and fortune will be yours. Fail, and at best you’ll get a cramped ride back on the next cargo ship...&lt;br /&gt;
&lt;br /&gt;
The year is 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;
=== Starting XP ===&lt;br /&gt;
*This week, any new PCs have {{StartingXP}} XP.&lt;br /&gt;
&lt;br /&gt;
===Recent Updates: ===&lt;br /&gt;
*Surgery and Biomancy skills have been clarified to be {{gloss|appropriate roleplay}} rather than specific, less clear terms such as &amp;quot;treatment&amp;quot; or &amp;quot;meditation&amp;quot;.&lt;br /&gt;
*[[Wounds_and_Dying#Wounds|Wounds]] have been clarified to better deal with characters who have acquired multiple wound tracks. &lt;br /&gt;
*We have made the first set of changes folling the Rules Review:&lt;br /&gt;
**The Stamina cost of Heavy Armour has been reduced.&lt;br /&gt;
**A call of NOTHING accompanying a blow with a weapon indicates that the blow is not hard enough to cause your character to lose a Hit.&lt;br /&gt;
**The Doctor is In ( [[Prof:Healing|Healing]] L3 Ability) will now require Curative Herbs costing 4D. A supply of these will be provided each week to the interactive venue. More may be purchased in downtime. &lt;br /&gt;
**Revenants created by [[Prof:Necromancy|Necromancy]] now become Dying and bleed out in 30s when reduced to 0 Hits. &lt;br /&gt;
**Necromancy 1 now grants the ability to extend a Revenant&#039;s lifespan.&lt;br /&gt;
**Necromancy 2 now grants the ability to CURE 1 on the target revenant.&lt;br /&gt;
**Necromancy 3 now cannot be used mid-combat.&lt;br /&gt;
**Necromancy 4 now has multiple upgrade options, rather than just KNOCKBACK.&lt;br /&gt;
*We have updated the section on  [[Magic_and_the_Supernatural#Sacrifice|Sacrifice]] with how it is believed to work IC. This was on the original Manual but was late in being transferred to the wiki.&lt;br /&gt;
*We have clarified the use of Biomancy and other disguise methods in uptime on the page [[Disguises]].&lt;br /&gt;
*Necromancy and Corpus have been updated with further information on the valid targets for each. Corpus simply requires a body. Necromancy requires the body of a sentient creature. &lt;br /&gt;
&lt;br /&gt;
[[Rules_Updates| Full rules change list is here]]. &lt;br /&gt;
&lt;br /&gt;
We will keep the most recent updates on the front page.&lt;br /&gt;
&lt;br /&gt;
Please email feedback to [mailto:larp-feedback@srcf.net larp-feedback@srcf.net]. &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>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Magical_Items&amp;diff=1744</id>
		<title>Magical Items</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Magical_Items&amp;diff=1744"/>
		<updated>2015-04-17T14:28:12Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Is it Magic? ==&lt;br /&gt;
Any magical object will have one or more &#039;&#039;&#039;blue&#039;&#039;&#039; ribbons on it with a description (&#039;&#039;&#039;FOCUS&#039;&#039;&#039;/&#039;&#039;&#039;TALISMAN&#039;&#039;&#039;/&#039;&#039;&#039;MAGIC EQUIPMENT&#039;&#039;&#039;/OTHER) and the level of any {{gloss|effect}} on it. You can tell this thing is magical if you can see the ribbon, as it feels powerful in some way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Talismans ==&lt;br /&gt;
{{gloss|Talismans}} are the intent and power needed to use a {{gloss|spell}} or {{gloss|strike}}, packaged into a handy device. You do not need to know how to use a {{gloss|spell}} or {{gloss|strike}} to use a {{gloss|talisman}}.  When a character uses a {{gloss|talisman}}, they may cast the {{gloss|spell}} or make the {{gloss|strike}} immediately, and the {{gloss|talisman}} loses its power. A {{gloss|talisman}} will have a card describing the call that it contains. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;A character may use up to three {{gloss|talismans}} a day.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;A character may use a TALISMAN even if their torso is suffering a CRUSH&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A {{gloss|talisman}} may be any item that would be acceptable as a {{gloss|focus}} (for storing {{gloss|spells}}) or a weapon (for storing {{gloss|strikes}}); this includes an existing {{gloss|focus}}. A suitable item can contain up to 3 {{gloss|talismans}}. To use the {{gloss|talisman}} you must use the item as your {{gloss|focus}} to cast the {{gloss|spell}}, or your weapon to make the blow.&lt;br /&gt;
&lt;br /&gt;
{{gloss|Talismans}} can be created by characters with the skill [[Prof:Talismancy|Talismancy]] 1.&lt;br /&gt;
&lt;br /&gt;
{{Talisman_Prices}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Magic Equipment ==&lt;br /&gt;
A piece of {{gloss|magic equipment}} grants a single specific level of a Combat or Profession Skill to the {{gloss|character}} that it is {{gloss|attuned}} to as long as it is on their person; a {{gloss|character}} can only be {{gloss|attuned}} to a single piece of {{gloss|magical equipment}} at a time.&lt;br /&gt;
&lt;br /&gt;
The item&#039;s powers are written on a sealed card that accompanies the item. To find out what a piece of {{gloss|magic equipment}} does you can either examine it with [[Prof:Knowledge|Knowledge]] 2 or {{gloss|attune}} to it.&lt;br /&gt;
&lt;br /&gt;
You may choose to {{gloss|attune}} a piece of {{gloss|magic equipment}} overnight, by having it near you while you sleep; please inform the {{gloss|refs}} when you do so. {{gloss|Attuning}} to a piece of {{gloss|magical equipment}} breaks any prior {{gloss|atunements}} for both you and the item.&lt;br /&gt;
&lt;br /&gt;
{{gloss|Magic equipment}} needs recharging once a week by a {{gloss|character}} with the skill [[Prof:Talismancy|Talismancy]] 2, at the cost given in that section. If it has not been recharged that week, it does not grant access to its skill and you should hand in its item card. &lt;br /&gt;
&lt;br /&gt;
{{gloss|Magic equipment}} can be created by characters with the skill [[Prof:Talismancy|Talismancy]] 2.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Magical_Items&amp;diff=1743</id>
		<title>Magical Items</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Magical_Items&amp;diff=1743"/>
		<updated>2015-04-17T14:28:01Z</updated>

		<summary type="html">&lt;p&gt;Jim: /* Talismans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Is it Magic? ==&lt;br /&gt;
Any magical object will have one or more &#039;&#039;&#039;blue&#039;&#039;&#039; ribbons on it with a description (&#039;&#039;&#039;FOCUS&#039;&#039;&#039;/&#039;&#039;&#039;TALISMAN&#039;&#039;&#039;/&#039;&#039;&#039;MAGIC EQUIPMENT&#039;&#039;&#039;/OTHER) and the level of any {{gloss|effect}} on it. You can tell this thing is magical if you can see the ribbon, as it feels powerful in some way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Talismans ==&lt;br /&gt;
{{gloss|Talismans}} are the intent and power needed to use a {{gloss|spell}} or {{gloss|strike}}, packaged into a handy device. You do not need to know how to use a {{gloss|spell}} or {{gloss|strike}} to use a {{gloss|talisman}}.  When a character uses a {{gloss|talisman}}, they may cast the {{gloss|spell}} or make the {{gloss|strike}} immediately, and the {{gloss|talisman}} loses its power. A {{gloss|talisman}} will have a card describing the call that it contains. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;A character may use up to three {{gloss|talismans}} a day.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;A character may use a TALISMAN even if their torso is suffering a CRUSH&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A {{gloss|talisman}} may be any item that would be acceptable as a {{gloss|focus}} (for storing {{gloss|spells}}) or a weapon (for storing {{gloss|strikes}}); this includes an existing {{gloss|focus}}. A suitable item can contain up to 3 {{gloss|talismans}}. To use the {{gloss|talisman}} you must use the item as your {{gloss|focus}} to cast the {{gloss|spell}}, or your weapon to make the blow.&lt;br /&gt;
&lt;br /&gt;
{{gloss|Talismans}} can be created by characters with the skill [[Prof:Talismancy|Talismancy]] 1.&lt;br /&gt;
&lt;br /&gt;
{{Talisman_Prices}}&lt;br /&gt;
&lt;br /&gt;
== Magic Equipment ==&lt;br /&gt;
A piece of {{gloss|magic equipment}} grants a single specific level of a Combat or Profession Skill to the {{gloss|character}} that it is {{gloss|attuned}} to as long as it is on their person; a {{gloss|character}} can only be {{gloss|attuned}} to a single piece of {{gloss|magical equipment}} at a time.&lt;br /&gt;
&lt;br /&gt;
The item&#039;s powers are written on a sealed card that accompanies the item. To find out what a piece of {{gloss|magic equipment}} does you can either examine it with [[Prof:Knowledge|Knowledge]] 2 or {{gloss|attune}} to it.&lt;br /&gt;
&lt;br /&gt;
You may choose to {{gloss|attune}} a piece of {{gloss|magic equipment}} overnight, by having it near you while you sleep; please inform the {{gloss|refs}} when you do so. {{gloss|Attuning}} to a piece of {{gloss|magical equipment}} breaks any prior {{gloss|atunements}} for both you and the item.&lt;br /&gt;
&lt;br /&gt;
{{gloss|Magic equipment}} needs recharging once a week by a {{gloss|character}} with the skill [[Prof:Talismancy|Talismancy]] 2, at the cost given in that section. If it has not been recharged that week, it does not grant access to its skill and you should hand in its item card. &lt;br /&gt;
&lt;br /&gt;
{{gloss|Magic equipment}} can be created by characters with the skill [[Prof:Talismancy|Talismancy]] 2.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Glossary&amp;diff=1742</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Glossary&amp;diff=1742"/>
		<updated>2015-04-17T14:27:12Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Ability ===&lt;br /&gt;
{{id|ability}}&lt;br /&gt;
Abilities are things that a single {{gloss|character}} can do. They will state how long they take and if you need to spend {{gloss|stamina}} to use them. They all require {{gloss|appropriate roleplaying}}.&lt;br /&gt;
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=== 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. This requires at least one free hand, and unless the Ritual or Ability specifically grants a ranged call, you must be close enough to touch the target.&lt;br /&gt;
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=== Bleed Time/Bleed Count ===&lt;br /&gt;
{{id|Bleed Time}}&lt;br /&gt;
Bleed time and bleed count both refer to the time a {{gloss|character}} must spend {{gloss|dying}} before becoming {{gloss|terminal}}. Some {{gloss|rituals}} and {{gloss|wounds}} can change this for the better or worse.&lt;br /&gt;
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=== Call ===&lt;br /&gt;
A call is a sequence of words that has a special meaning in the game rules. Please see the [[Calls|calls]] section of the website, where the calls are defined; it is important that a {{gloss|player}} knows how to react to at least the damage calls and simple effect calls.&lt;br /&gt;
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=== Character (PC) ===&lt;br /&gt;
{{id|Character}}{{id|PC}}{{id|character}}&lt;br /&gt;
When you LARP you invent a character according to a series of rules and then you pretend to be them. You can have several characters at once (though you can only play one at a time!) but most people prefer to have a main character who they focus on. Your character does not have to be anything like you, even down to gender and species, although many of the most successful characters have been very similar to their players.&lt;br /&gt;
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=== Curative Herbs ===&lt;br /&gt;
Used to fuel the [[Prof:Healing|healing]] 3 ability &amp;quot;The Doctor is In&amp;quot;, they can be bought in downtime or from the Guild of Surgeons for 4D each. Any place that is appropriate to use that ability will be stocked with some quantity of these.&lt;br /&gt;
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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 calls of REFRESH.&lt;br /&gt;
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=== Enhancement ===&lt;br /&gt;
An Effect which may be expended with 5 seconds of {{gloss|appropriate roleplaying}} to cause something to happen.&lt;br /&gt;
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===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|Health]] {{gloss|skill}} or the [[Combat_Skills|Armour]] {{gloss|skill}}.&lt;br /&gt;
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&lt;br /&gt;
=== IC ===&lt;br /&gt;
In Character. Anything which would be perceptible to anyone in the world of No Flag No Country under any circumstances. Whenever you are pretending to be your {{gloss|character}}, you are IC.&lt;br /&gt;
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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;
&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;
&lt;br /&gt;
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===Magical Equipment===&lt;br /&gt;
{{id|Magical equipment}}{{id|magical equipment}}&lt;br /&gt;
An item that is supernaturally enhanced to give a character temporary access to a Combat or Profession skill they do not already have. A character must {{gloss|attune}} to a piece of {{gloss|magical equipment}} to use it and may not use more than one at a time. {{gloss|Magical equipment}} must be recharged once a week using [[Prof:Talismancy|Talismancy]], at a cost in {{gloss|Ducatto}}.&lt;br /&gt;
&lt;br /&gt;
Magical equipment must be carried on your person in order to grant the skill&lt;br /&gt;
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=== OOC (OC) ===&lt;br /&gt;
{{id|OOC}}{{id|OC}}&lt;br /&gt;
Out Of Character. Anything which is not perceptible to anyone in the world of NFNC. Going OOC is denoted by raising one index finger in the air (visibly and obviously, please), and is in general discouraged in the middle of play except in emergencies.&lt;br /&gt;
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===Paradigm===&lt;br /&gt;
A belief or ideal that the Character uses to project their Soul onto the world, spending Stamina to cause supernatural effects. For example &amp;quot;My faith in the Aspirant lets me Smite the Unbeliever&amp;quot; &amp;quot;Using the power of Alchemy I can transform these base elements&amp;quot; &amp;quot;I am a wizard and I am going to throw fireballs LIKE A WIZARD&amp;quot;.&lt;br /&gt;
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===Participant===&lt;br /&gt;
{{id|participant}}{{id|Participants}}{{id|participants}}&lt;br /&gt;
Any character who is spending 2 Stamina in order to enhance the output of a ritual. They must participate in {{gloss|appropriate roleplaying}} that fits the style of Ritual that the Leader is performing.&lt;br /&gt;
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===Personal Magical Device===&lt;br /&gt;
{{id|personal magical device}}{{id|Personal magical device}}&lt;br /&gt;
A special piece of {{gloss|magical equipment}} that is permanently {{gloss|attuned}} to a given PC, can have the skill it grants changed and is free to recharge. It does not use up the {{gloss|character&#039;s}} single {{gloss|attunement}}.&lt;br /&gt;
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===Physrep===&lt;br /&gt;
{{id|physrep}}&lt;br /&gt;
A physical representation of an object (these are called &amp;quot;props&amp;quot; in the theatre). Debate exists over whether all props and costume are technically phys-reps, or only &amp;quot;pretend&amp;quot; items. Eg: a latex sword is clearly intended as a physical representation of a metal sword, but is a proper suit of reenactment-quality metal chainmail a &amp;quot;representation&amp;quot; or an actual suit of chain? Regardless of the outcome of this debate, they are all referred to as phys-reps. Communally-owned phys-reps are often stored in an {{gloss|armoury}}, even if they aren&#039;t weapons.&lt;br /&gt;
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===Portal===&lt;br /&gt;
{{id|portal}}&lt;br /&gt;
An area in the world where the barrier between reality and the Beyond is thinner. Rituals are easier here, and some may only be feasible at a Portal. Strangers find it much easy to manifest in a Portal region.&lt;br /&gt;
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===Racial Physrep===&lt;br /&gt;
{{id|racial physrep}}&lt;br /&gt;
A thing that marks you out as a given species {{gloss|IC}}. These are pointed ears or a bandana and clan markings for Alfar, or scales in a stony or metallic colour on the face for Ozgur.&lt;br /&gt;
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=== Reanimate ===&lt;br /&gt;
Reanimation: Brief the target “You are now a {{gloss|revenant}} for this {{gloss|encounter}}. You have X {{gloss|hits}}. Mindlessly attack the first target I command.”. Where X is determined by the {{gloss|skill}} you used to reanimate the target.&lt;br /&gt;
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=== Ref ===&lt;br /&gt;
The Ref Team run the NFNC system; they try to provide all the relevant bits of the world not provided by {{gloss|characters}}. They can usually be identified by the high-viz jackets they wear while {{gloss|OOC}}.&lt;br /&gt;
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=== Revenant ===&lt;br /&gt;
{{id|Revenants}}{{id|revenants}}{{id|revenant}}&lt;br /&gt;
Revenants are mobile bodies that are created by either the [[Prof:Necromancy|Necromancy]] {{gloss|profession}} tree or the [[Skills:Corpus|Corpus]] {{gloss|mystic}} tree. For more information see [[Revenant]].&lt;br /&gt;
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=== Ritual ===&lt;br /&gt;
{{id|Rituals}}&lt;br /&gt;
An complex effort to exert your will on the world via spending Stamina. Every {{gloss|participant}} spends 2 Stamina to take part. The leader of the ritual controls the effect and other participants should join in with their form of roleplay to reinforce the Paradigm.&lt;br /&gt;
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===Ritual Anchor===&lt;br /&gt;
{{id|ritual anchor}}&lt;br /&gt;
A special {{gloss|talisman}} that must be a bulky item the approximate size of a backpack. It stores they effect of a ritual and can be activated by a single PC with 30 seconds of {{gloss|appropriate roleplaying}}&lt;br /&gt;
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=== Rule 7 ===&lt;br /&gt;
Do Not Take The Piss. Rule 7 is the foundation of all interpretations of edge cases of the rules.&lt;br /&gt;
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=== Skill ===&lt;br /&gt;
{{id|Skill}} {{id|Skills}} {{id|skill}} {{id|skills}}&lt;br /&gt;
Skills let your {{gloss|PC}} do new things. You buy new skills with {{gloss|XP}}. Skills come as Combat Skills that give you access to new weapons or more Hits or Stamina, Mystic Skills that let you make new calls in a fight, or Profession Skills that give access to more general-use [[Abilities]] and [[Rituals]].&lt;br /&gt;
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=== Stamina ===&lt;br /&gt;
{{id|stamina}}&lt;br /&gt;
Your {{gloss|character}}&#039;s stored energy that lets them perform supernatural abilities.&lt;br /&gt;
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=== Strike ===&lt;br /&gt;
{{id|Strikes}}&lt;br /&gt;
{{id|strike}}&lt;br /&gt;
{{id|strikes}}&lt;br /&gt;
A supernaturally powerful blow, must be roleplayed and costs some {{gloss|stamina}}. [[Spells_and_Strikes|Read more...]]&lt;br /&gt;
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=== Spell ===&lt;br /&gt;
{{id|Spells}}&lt;br /&gt;
{{id|spell}}&lt;br /&gt;
An ability channeled through a {{gloss|Focus}} that allows you to affect a target. Most Spells have a 10m range, some require you be close enough to touch the target at the end of the roleplay. By default, {{gloss|Spells}} take at least 5 seconds of appropriate roleplay including speaking, chanting or shouting. Some may be cast with the words BY MY POWER followed by the spell effect. These spells are noted as &amp;quot;{{gloss|instantaneous}}&amp;quot;. [[Spells_and_Strikes|Read more...]]&lt;br /&gt;
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=== Stressful situation ===&lt;br /&gt;
{{id|stressful situation}}&lt;br /&gt;
{{id|stressful}}&lt;br /&gt;
You are in a stressful situation if there is combat happening or your PCs are otherwise under threat. As a rule of thumb, if now would be a good time for a teabreak, it is not a stressful situation. If in doubt, ask a Ref.&lt;br /&gt;
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=== Talisman ===&lt;br /&gt;
A single-use device that your {{gloss|character}} may expend to perform a single {{gloss|spell}} or {{gloss|strike}}. May be used even if you have taken a CRUSH to the Torso. Up to 3 Talismans may be bound within the same object. For example a large potion bottle could contain 3 CURE 3 talismans. [[Magical_Items#Talismans|Read more...]]&lt;br /&gt;
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=== Terminal ===&lt;br /&gt;
{{id|terminal}}&lt;br /&gt;
When a {{gloss|character}} becomes {{gloss|terminal}} nothing more can save them. The {{gloss|player}} can choose when the {{gloss|character}} dies, though no longer than the end of the next {{gloss|interactive}}. [[General_Rules#Terminal|Read more...]]&lt;br /&gt;
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===Totem===&lt;br /&gt;
{{id|totem}}&lt;br /&gt;
An item that causes a {{gloss|drug}} or {{gloss|emotion}} when you read or consume it. Should be {{gloss|physrep}}ped by a sealed note or container.&lt;br /&gt;
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===Touch===&lt;br /&gt;
{{id|touch}}&lt;br /&gt;
A {{gloss|spell}} that has touch range can only be successfully cast on a target if you are touching them at the completion of your {{gloss|appropriate roleplay}}. [[Spells_and_Strikes#Spells|Read more...]]&lt;br /&gt;
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===Unresisting===&lt;br /&gt;
{{id|unresisting}}&lt;br /&gt;
A character that is either {{gloss|Dying}} or chooses not to roleplay resistance to an action taken against them that would otherwise succeed, for example an execution attempt.&lt;br /&gt;
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===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;
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=== 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;
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=== 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;
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=== XP ===&lt;br /&gt;
Experience points are earned by adventuring and then spent on new {{gloss|skills}} for your {{gloss|character}} to reflect how their abilities improve over time. See [[Character_Creation_Mechanics|character creation]] for information on how fast a {{gloss|character}} gains XP, and how to spend it.&lt;br /&gt;
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[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Calls&amp;diff=1741</id>
		<title>Calls</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Calls&amp;diff=1741"/>
		<updated>2015-04-17T14:26:16Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A “Call” is an {{gloss|OC}} word or phrase used to describe the in-game effect of an action.&lt;br /&gt;
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You do not hear them {{gloss|IC}}.&lt;br /&gt;
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You may make a maximum of one call per second. &lt;br /&gt;
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== 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;
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==== STOP THE GAME ====&lt;br /&gt;
The most important call in LARP. STOP THE GAME means there has been an real-life injury, someone has lost their glasses or there has been another {{gloss|OC}} emergency. Anyone may call STOP THE GAME and should do so if needed. As soon as STOP THE GAME is called, the action suspends entirely, everyone should stop moving, and appropriate action is taken. Repeat the call to anyone who has not noticed. Once the emergency is over, if the game is to continue then people are asked to return to where they were when STOP THE GAME was called and TIME IN restarts the action. &lt;br /&gt;
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==== MAN DOWN ====&lt;br /&gt;
This means exactly the same as STOP THE GAME. It is included here as an alternative because it is in common usage in many systems, so people may call this instead of STOP THE GAME. STOP THE GAME is preferred where possible because we&#039;re not all men.&lt;br /&gt;
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==== TOO HARD ====&lt;br /&gt;
Call this if you&#039;ve been hit too hard by somebody. Anybody can make a mistake so try and be polite if it happens and use this call rather than a string of abuse! If it&#039;s happening a lot, speak to a ref. If somebody says &#039;Ow&#039; and acts in pain but doesn&#039;t say this, hopefully they&#039;re roleplaying the hit.&lt;br /&gt;
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==== 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;
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==== TIME OUT ====&lt;br /&gt;
The call to stop roleplaying. Once TIME OUT is called, the game is over for that evening. This may only be called by a Ref.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TIME FAFF ====&lt;br /&gt;
The call to continue roleplaying, but not move forward. On linears, occasionally additional time is needed to get a big encounter ready; in this case, TIME FAFF will be called and the party will spontaneously stop for a quick {{gloss|IC}} break. This may only be called by a Ref.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TIME FREEZE ====&lt;br /&gt;
This is close to a system call in its application. Upon hearing TIME FREEZE, all players should remain motionless, close their eyes and hum loudly so as not to hear what is going on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== IC Calls ==&lt;br /&gt;
These tell you what your character needs to do. Combat calls will either be made when someone hits you, by describing a target and pointing at them, or attached to a MASS or WIDE call.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;TARGET&amp;gt; &amp;lt;CALL&amp;gt; ====&lt;br /&gt;
For example “You in the red hat! {{call|MAGIC}} {{call|TRIPLE}}!” or “Dave! {{call|KNOCKBACK}}!”. The target takes the given effect. Maximum range 10m.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====LOOSE &amp;lt;CALL&amp;gt; ====&lt;br /&gt;
This call indicates that you are too close to safely shoot but the character has shot you. Take the attached call. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====MASS====&lt;br /&gt;
Affects anyone within a 3m-long cone. Delineate an area of effect with your arms. If you aim upwards,it will hit everyone in a 3m radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====WIDE====&lt;br /&gt;
Affects anyone within a 10m radius. In the {{gloss|interactive}}, this hits everyone in the venue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====REFRESH====&lt;br /&gt;
Regain all your {{gloss|stamina}}. Usually feels {{gloss|IC}} like a wave of power spreads through the {{gloss|interactive}} venue, or the {{gloss|Linear}} site.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== NOTHING ====&lt;br /&gt;
Ignore the melee blow that accompanies this for mechanical purposes. It does no damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SINGLE ====&lt;br /&gt;
Lose one {{gloss|hit}}. Does not need to be called, it is implied by melee blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TRIPLE ====&lt;br /&gt;
Lose 3 {{gloss|hits}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== MAGIC ====&lt;br /&gt;
In general, MAGIC has no additional effect. Against certain creatures, a MAGIC call will reduce or destroy their ability to call {{call|RESIST}} to blows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== ENTANGLE ====&lt;br /&gt;
You must not move your feet except for safety reasons for 10 seconds. You are unaffected by {{call|KNOCKBACK}} during this time. Call {{call|RESIST}} to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== DISRUPT ====&lt;br /&gt;
You cannot cast make {{gloss|strikes}} or cast {{gloss|spells}} other than {{call|BREAK}} for the next 10 seconds, You lose any {{gloss|spell}} you were in the process of casting. If you are a {{gloss|participant}} in a {{gloss|ritual}} this pauses the {{gloss|ritual}} until it wears off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== CRUSH ====&lt;br /&gt;
If this hits a limb, you cannot use that limb effectively. If it hits your torso and you are not wearing [[armour]], lose all {{gloss|hits}}. Otherwise, you may not use {{gloss|strikes}} or {{gloss|spells}}. &#039;&#039;&#039;You may use Talismans while Crushed&#039;&#039;&#039;. Lasts until healed. Some monsters always count as wearing [[armour]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== DISARM ====&lt;br /&gt;
Must strike the target’s arm if by weapon blow. Drop the the item you are holding with that hand or place it on the floor. If you cannot safely leave it on the ground (e.g. a shield strapped to the arm, wand on a wrist strap) &#039;&#039;it is unusable for the next 10 seconds&#039;&#039; and any hits to it count as a hit to your arm.&lt;br /&gt;
{{pedant-box|&lt;br /&gt;
*Don&#039;t bounce your focus on a strap like a yo-yo so it technically touches the ground. Pick it up. &lt;br /&gt;
*Don&#039;t deliberately target DISARMed items where you have other valid targets. Nobody is going to fall over from you hitting the wand that&#039;s on a three foot cord behind them. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== STRIKEDOWN ====&lt;br /&gt;
You must roleplay being struck to the ground. You may alternatively squat for 3 seconds or put one knee and one hand to the ground if falling is unsafe. You are struck down even if you block the blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== KNOCKBACK ====&lt;br /&gt;
You must take 3 full steps back as quickly and safely as possible. If this puts your back against a hard surface you may stop. You must step back even if you block the blow. If you cannot or do not wish to step back, you must take a STRIKEDOWN.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== BREAK ====&lt;br /&gt;
Removes {{call|ENTANGLE}} and {{call|DISRUPT}}. You can make BREAK calls even whilst under the effect of {{call|DISRUPT}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== RESTORE ====&lt;br /&gt;
You are no longer under the effect of {{call|CRUSH}} on any location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== CURE N ====&lt;br /&gt;
{{id|CURE}}&lt;br /&gt;
You are healed by N {{gloss|hits}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== CURSE ====&lt;br /&gt;
See a {{gloss|ref}} as soon as possible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== EFFECT N ====&lt;br /&gt;
{{id|EFFECT}}&lt;br /&gt;
EFFECT may not be made on someone who is in combat. It indicates they take a complicated effect, which you then explain. Unless otherwise stated, this lasts until midnight. The strength of the effect is equal to N.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====EXECUTE====&lt;br /&gt;
Your character is dead. Always requires a 10s of roleplay that may be interrupted. Only works if your character is {{gloss|unresisting}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== COMPEL N (One complete command) ==== &lt;br /&gt;
{{id|COMPEL}}&lt;br /&gt;
Unless otherwise stated, this lasts until the next {{call|REFRESH}} call.  &lt;br /&gt;
&lt;br /&gt;
When you take this call you follow the instruction given to the best of your ability.  &lt;br /&gt;
&lt;br /&gt;
A COMPEL requiring further input, i.e. “Obey my every command” will fail.  &lt;br /&gt;
&lt;br /&gt;
You are aware that a foreign influence is trying to control your actions.  &lt;br /&gt;
&lt;br /&gt;
These COMPELs last until they expire or you do one of the following:  &lt;br /&gt;
*Spend N {{gloss|stamina}} to shake off the effect.&lt;br /&gt;
*Take N {{gloss|wounds}} to shake off the effect.&lt;br /&gt;
&lt;br /&gt;
If you choose to take wounds and do not currently have a wound card, you may elect to take wounds on the [[Bleeding from the Eyes]] wound track as a means to streamline your roleplaying.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== RESIST ====&lt;br /&gt;
This call indicates that you have heard someone else&#039;s call, but you are not reacting in the way they might expect. It is purely {{gloss|OC}} information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== DROP ====&lt;br /&gt;
You fall unconscious and cannot be roused. Normally used for visions etc. May not be {{call|RESIST}}ed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Talismancy&amp;diff=1740</id>
		<title>Prof:Talismancy</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Talismancy&amp;diff=1740"/>
		<updated>2015-04-17T14:23:52Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Faction Skill of the [[The_Hegemony|Hegemony]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill_Header}}&lt;br /&gt;
&lt;br /&gt;
{{Prof_Header}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use of Money in Creating Talismans and Magical Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Due to the fact that Destruction of Currency is a Major Crime, PCs are assumed to &#039;&#039;&#039;not&#039;&#039;&#039; directly use money to make items with Talismancy. Handing your coins to a Ref is an abstraction of &amp;quot;I go and buy some gold wire, expensive ink or other rare components&amp;quot;. If your PC wants to directly and illegally use money to make things with Talismancy, see a Ref.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Talismancy 1}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Petty Talismancy{{ref}}|&lt;br /&gt;
Create a {{gloss|talisman}} that stores any {{gloss|spell}} or {{gloss|strike}} costing 2 or fewer {{gloss|stamina}}. This {{gloss|ritual}} requires an appropriate item as detailed [[Magical_Items#Talismans|here]] and the appropriate {{gloss|spell}}/{{gloss|strike}} being used on the item by one of the {{gloss|participants}}. The target of this {{gloss|ritual}} is both the item being turned into a {{gloss|talisman}} and the {{gloss|participant}} providing the skill. Adding more {{gloss|participants}} lets you create more {{gloss|talismans}} of the same type at once. You can create an additional {{gloss|talisman}} for every 2 extra {{gloss|participants}}, {{gloss|participants}} that know the skill being used count double but become targets of the {{gloss|ritual}}. Creating a {{gloss|talisman}} can only be done at a workshop in {{gloss|downtime}} or at the {{gloss|portal}}.&lt;br /&gt;
&lt;br /&gt;
Making a {{gloss|talisman}} costs:&lt;br /&gt;
* Lv1: 24 {{gloss|Ducatto}}&lt;br /&gt;
* Lv2: 32 {{gloss|Ducatto}}}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|Salvage{{ref}}|&lt;br /&gt;
Break down an existing {{gloss|magical item}} into valuable spare parts. Needs 1 {{gloss|participant}} per level of the item. Must be done at a {{gloss|portal}}. Requires a bead draw. White gives 25% of the value, Black 75%, Red gives nothing and the {{gloss|leader}} takes a {{gloss|wound}} as the item explodes.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Talismancy 2}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Artifice{{ref}}|&lt;br /&gt;
Make and recharge a piece of {{gloss|magic equipment}} that replicates a single L1 or 2 profession or combat {{gloss|skill}} other than Talismancy. One {{gloss|participant}} must know the {{gloss|skill}} you are creating equipment for. The targets are an object to be empowered and at least one {{gloss|participant}} that is providing the skill.&lt;br /&gt;
*L1 Item: 40 {{gloss|Ducatto}} to create, 32 to recharge. &lt;br /&gt;
*L2 Item: 80 {{gloss|Ducatto}} to create, 64 to recharge.}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|Custom Job{{ref}}|&lt;br /&gt;
Each week you may make or recharge a single piece of {{gloss|magic equipment}} that only works for yourself. This costs 0 {{gloss|Ducatto}} and otherwise works the same as &#039;&#039;Artifice&#039;&#039;, with the same restrictions. This may be performed in uptime, the same as any Ritual.}}  &lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Talismancy 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Greater Talismancy{{ref}}|&lt;br /&gt;
As &#039;&#039;Petty Talismancy&#039;&#039; but for a {{gloss|spell}} or {{gloss|strike}} costing 3 or fewer {{gloss|stamina}}. This costs 56 {{gloss|Ducatto}}.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Efficiency|&lt;br /&gt;
You may use an extra {{gloss|talisman}} per day.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Talismancy 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Masterpiece {{ref}}|&lt;br /&gt;
You may make and recharge a {{gloss|personal magical device}}. This costs no money to create or recharge, does not count as your one piece of {{gloss|magic equipment}}, is permanently {{gloss|attuned}} to you and can replicate a single L1-3 Combat or Profession {{gloss|skill}}. You may only have one of these in existence, creating a second one destroys the first.}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|Attunement|&lt;br /&gt;
Perform this {{gloss|ritual}} with someone who knows the {{gloss|skill}} you want your {{gloss|personal magical device}} to copy. Your {{gloss|personal magical device}} now holds that {{gloss|skill}} for you. You may only update your device once a week.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Talismancy 5 {{locked}}}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Prototype{{ref}}|&lt;br /&gt;
Can attempt to create novel {{gloss|magic equipment}} or {{gloss|talismans}} with effects similar to known {{gloss|skills}} or entirely novel functions. Expense may vary.}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Rules]][[Category:Skills]][[Category:Locked Level 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Talismancy&amp;diff=1739</id>
		<title>Prof:Talismancy</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Talismancy&amp;diff=1739"/>
		<updated>2015-04-17T14:23:08Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Faction Skill of the [[The_Hegemony|Hegemony]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill_Header}}&lt;br /&gt;
&lt;br /&gt;
{{Prof_Header}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use of Money in Creating Talismans and Magical Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Due to the fact that Destruction of Currency is a Major Crime, PCs are assumed to &#039;&#039;&#039;not&#039;&#039;&#039; directly use money to make items with Talismancy. Handing your coins to a Ref is an abstraction of &amp;quot;I go and buy some gold wire, expensive ink or other rare components&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Talismancy 1}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Petty Talismancy{{ref}}|&lt;br /&gt;
Create a {{gloss|talisman}} that stores any {{gloss|spell}} or {{gloss|strike}} costing 2 or fewer {{gloss|stamina}}. This {{gloss|ritual}} requires an appropriate item as detailed [[Magical_Items#Talismans|here]] and the appropriate {{gloss|spell}}/{{gloss|strike}} being used on the item by one of the {{gloss|participants}}. The target of this {{gloss|ritual}} is both the item being turned into a {{gloss|talisman}} and the {{gloss|participant}} providing the skill. Adding more {{gloss|participants}} lets you create more {{gloss|talismans}} of the same type at once. You can create an additional {{gloss|talisman}} for every 2 extra {{gloss|participants}}, {{gloss|participants}} that know the skill being used count double but become targets of the {{gloss|ritual}}. Creating a {{gloss|talisman}} can only be done at a workshop in {{gloss|downtime}} or at the {{gloss|portal}}.&lt;br /&gt;
&lt;br /&gt;
Making a {{gloss|talisman}} costs:&lt;br /&gt;
* Lv1: 24 {{gloss|Ducatto}}&lt;br /&gt;
* Lv2: 32 {{gloss|Ducatto}}}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|Salvage{{ref}}|&lt;br /&gt;
Break down an existing {{gloss|magical item}} into valuable spare parts. Needs 1 {{gloss|participant}} per level of the item. Must be done at a {{gloss|portal}}. Requires a bead draw. White gives 25% of the value, Black 75%, Red gives nothing and the {{gloss|leader}} takes a {{gloss|wound}} as the item explodes.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Talismancy 2}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Artifice{{ref}}|&lt;br /&gt;
Make and recharge a piece of {{gloss|magic equipment}} that replicates a single L1 or 2 profession or combat {{gloss|skill}} other than Talismancy. One {{gloss|participant}} must know the {{gloss|skill}} you are creating equipment for. The targets are an object to be empowered and at least one {{gloss|participant}} that is providing the skill.&lt;br /&gt;
*L1 Item: 40 {{gloss|Ducatto}} to create, 32 to recharge. &lt;br /&gt;
*L2 Item: 80 {{gloss|Ducatto}} to create, 64 to recharge.}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|Custom Job{{ref}}|&lt;br /&gt;
Each week you may make or recharge a single piece of {{gloss|magic equipment}} that only works for yourself. This costs 0 {{gloss|Ducatto}} and otherwise works the same as &#039;&#039;Artifice&#039;&#039;, with the same restrictions. This may be performed in uptime, the same as any Ritual.}}  &lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Talismancy 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Greater Talismancy{{ref}}|&lt;br /&gt;
As &#039;&#039;Petty Talismancy&#039;&#039; but for a {{gloss|spell}} or {{gloss|strike}} costing 3 or fewer {{gloss|stamina}}. This costs 56 {{gloss|Ducatto}}.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Efficiency|&lt;br /&gt;
You may use an extra {{gloss|talisman}} per day.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Talismancy 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Masterpiece {{ref}}|&lt;br /&gt;
You may make and recharge a {{gloss|personal magical device}}. This costs no money to create or recharge, does not count as your one piece of {{gloss|magic equipment}}, is permanently {{gloss|attuned}} to you and can replicate a single L1-3 Combat or Profession {{gloss|skill}}. You may only have one of these in existence, creating a second one destroys the first.}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|Attunement|&lt;br /&gt;
Perform this {{gloss|ritual}} with someone who knows the {{gloss|skill}} you want your {{gloss|personal magical device}} to copy. Your {{gloss|personal magical device}} now holds that {{gloss|skill}} for you. You may only update your device once a week.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Talismancy 5 {{locked}}}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Prototype{{ref}}|&lt;br /&gt;
Can attempt to create novel {{gloss|magic equipment}} or {{gloss|talismans}} with effects similar to known {{gloss|skills}} or entirely novel functions. Expense may vary.}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Rules]][[Category:Skills]][[Category:Locked Level 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Money_and_Trade&amp;diff=1738</id>
		<title>Money and Trade</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Money_and_Trade&amp;diff=1738"/>
		<updated>2015-04-17T14:21:32Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Minted by the Guild of Caravaneers, the Ducatto is a widely accepted hard currency across the Continent. It comes in denominations of 1,4,16 and 64 Silver Ducatto and 1 and 4 Gold Ducatto. One Gold Ducatto is worth 64 Silver. The anomaly of having two sorts of coinage is due to a decision to use the less valuable silver coinage in areas prone to coin &amp;quot;shaving&amp;quot; and &amp;quot;clipping&amp;quot;. This attempt at debasing the currency was contentious, and the gold Ducatto are preferred by most traders.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that Destruction of Currency is a Major Crime, PCs are assumed to &#039;&#039;&#039;not&#039;&#039;&#039; directly use money to make Magic Items. Handing your coins to a Ref is an abstraction of &amp;quot;I go and buy some gold wire, expensive ink or other rare components&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Many people also find that the due to the legal protection of impartially witnessed contracts that witnessed IOU letters are a handy and efficient way to transfer both large and small sums of money. Particularly if they do not have the actual coin to pay for something on their person at that time.&lt;br /&gt;
&lt;br /&gt;
Other local currencies, ancient coins etc exist, but valuing these appropriately is a use of the [[Prof:Trade|Trade]] 3 Skill. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Buying Items in Downtime ==&lt;br /&gt;
&lt;br /&gt;
=== Magic Equipment ===&lt;br /&gt;
{{Magic_Equip_Costs}}&lt;br /&gt;
&lt;br /&gt;
=== Talismans ===&lt;br /&gt;
{{Talisman_Prices}}&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Main_Page&amp;diff=1735</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=1735"/>
		<updated>2015-03-17T14:22:26Z</updated>

		<summary type="html">&lt;p&gt;Jim: /* Announcements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=No Flag, No Country: The Manual=&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
[[File:TexasRuins2.jpg|400px|right]]&lt;br /&gt;
&lt;br /&gt;
Welcome to Mat Sellah, a recently discovered land centred around a mysterious Portal to the Beyond. Once a week, the Containment Zone around the Portal is opened up so that anyone with Faction sponsorship may freely investigate the Portal. &lt;br /&gt;
&lt;br /&gt;
Your PC is sufficiently trusted to be allowed unrestricted access during these times. The Delegations number a couple of hundred people from each Faction, and the Portal Camp contains roughly double that number of Guild professionals, sailors, fortune-seekers and so on. &lt;br /&gt;
&lt;br /&gt;
You will get personal objectives sent to you from your factions, and completing these will put you in better standing and potentially get you more resources or responsibility. &lt;br /&gt;
&lt;br /&gt;
You have been authorised to contact any settlements found on Mat Sellah and given an allowance for bribes, supplies, etc. Do well, and prestige and fortune will be yours. Fail, and at best you’ll get a cramped ride back on the next cargo ship...&lt;br /&gt;
&lt;br /&gt;
The year is 615 Post-Collapse, and the treasures of Mat Sellah are yours for the taking.&lt;br /&gt;
&lt;br /&gt;
If you are interested in the game, please come along to one of our Interactives or Linears, or contact the Refs at larp-refs@srcf.net.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
=== Starting XP ===&lt;br /&gt;
*This week, any new PCs have {{StartingXP}} XP.&lt;br /&gt;
&lt;br /&gt;
===Recent Updates: ===&lt;br /&gt;
*Surgery and Biomancy skills have been clarified to be {{gloss|appropriate roleplay}} rather than specific, less clear terms such as &amp;quot;treatment&amp;quot; or &amp;quot;meditation&amp;quot;.&lt;br /&gt;
*[[Wounds_and_Dying#Wounds|Wounds]] have been clarified to better deal with characters who have acquired multiple wound tracks. &lt;br /&gt;
*We have made the first set of changes folling the Rules Review:&lt;br /&gt;
**The Stamina cost of Heavy Armour has been reduced.&lt;br /&gt;
**A call of NOTHING accompanying a blow with a weapon indicates that the blow is not hard enough to cause your character to lose a Hit.&lt;br /&gt;
**The Doctor is In ( [[Prof:Healing|Healing]] L3 Ability) will now require Curative Herbs costing 4D. A supply of these will be provided each week to the interactive venue. More may be purchased in downtime. &lt;br /&gt;
**Revenants created by [[Prof:Necromancy|Necromancy]] now become Dying and bleed out in 30s when reduced to 0 Hits. &lt;br /&gt;
**Necromancy 1 now grants the ability to extend a Revenant&#039;s lifespan.&lt;br /&gt;
**Necromancy 2 now grants the ability to CURE 1 on the target revenant.&lt;br /&gt;
**Necromancy 3 now cannot be used mid-combat.&lt;br /&gt;
**Necromancy 4 now has multiple upgrade options, rather than just KNOCKBACK.&lt;br /&gt;
*We have updated the section on  [[Magic_and_the_Supernatural#Sacrifice|Sacrifice]] with how it is believed to work IC. This was on the original Manual but was late in being transferred to the wiki.&lt;br /&gt;
*We have clarified the use of Biomancy and other disguise methods in uptime on the page [[Disguises]].&lt;br /&gt;
*Necromancy and Corpus have been updated with further information on the valid targets for each. Corpus simply requires a body. Necromancy requires the body of a sentient creature. &lt;br /&gt;
&lt;br /&gt;
[[Rules_Updates| Full rules change list is here]]. &lt;br /&gt;
&lt;br /&gt;
We will keep the most recent updates on the front page.&lt;br /&gt;
&lt;br /&gt;
Please email feedback to [mailto:larp-feedback@srcf.net larp-feedback@srcf.net]. &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>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Biomancy&amp;diff=1734</id>
		<title>Prof:Biomancy</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Biomancy&amp;diff=1734"/>
		<updated>2015-03-17T14:21:11Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Faction Skill of the [[The_Vendicsal|Vendicsal]]&#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|Biomancy 1}}&lt;br /&gt;
|&lt;br /&gt;
{{ability|Arcane Mark|&lt;br /&gt;
With 10 seconds of {{gloss|appropriate roleplay}} on an {{gloss|unresisting}} target, spend 1 {{gloss|stamina}} to place a cosmetic {{gloss|effect}} on a character. Without their consent, the best you can place is a crude brand, phrase or symbol. On a willing target, you may make more complex designs. This is a strength 2 {{gloss|effect}}. You may spend addition {{gloss|stamina}} to increase the {{gloss|effect}} by the number of {{gloss|stamina}} spent. Get {{gloss|OC}} permission before drawing on or touching anyone.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Biomancy 2}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Glamer{{ref}}|&lt;br /&gt;
This creates a strength 2 {{gloss|enhancement}} for one week on a single willing {{gloss|participant}}. This {{gloss|enhancement}} can be expended to make extensive cosmetic changes to yourself. The changes are a strength 2 {{gloss|effect}} and last one week. More {{gloss|participants}} means more changes, up to changing {{gloss|racial physrep}}.  Doing this will allow you to make {{gloss|downtime}} actions with a chance of not being recognised. You cannot disguise as a particular person.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Biomancy 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Protective Enhancement|&lt;br /&gt;
Requires at least 3 {{gloss|participants}}.  Places an {{gloss|enhancement}} on the {{gloss|leader}} of the {{gloss|ritual}}. Activate this {{gloss|enhancement}} to gain one {{call|RESIST}} to the whole of any damaging call or bow/crossbow shot for the current or next {{gloss|encounter}}.&lt;br /&gt;
You must use this {{call|RESIST}} if you are targeted by a call with {{call|MAGIC}} in it. &lt;br /&gt;
Larger rituals can potentially add more {{gloss|enhancement}}s to the {{gloss|leader}}. This is a Strength 3 {{gloss|Effect}}.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Biomancy 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|The Spirit is Willing| &lt;br /&gt;
Place one of the following Strength 4 {{gloss|effects}} on someone for a week. Target cannot have more than one of these active at the same time. Requires 4 {{gloss|participants}} for full effect.&lt;br /&gt;
;Inured to Pain&lt;br /&gt;
:{{call|EFFECT}} 4: &amp;quot;Ignore up to 4 levels of {{gloss|wounds}}&amp;quot;.&lt;br /&gt;
;Ascetic&lt;br /&gt;
:{{call|EFFECT}} 4: &amp;quot;You suffer no ill effects from starvation, but still feel the desire to eat and drink. You may may ignore ingested poisons/drugs. Your {{gloss|bleed time}} increases by 60 seconds.&amp;quot;&lt;br /&gt;
;Unstoppable&lt;br /&gt;
:{{call|EFFECT}} 4: &amp;quot;You may regenerate your {{gloss|hits}} and restore limbs ruined by {{call|CRUSH}} with 30 seconds of  {{gloss|appropriate roleplay}}, and do not take {{gloss|wounds}} from this.&amp;quot;}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Biomancy 5 {{locked}}}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|The Flesh is Clay{{ref}}|&lt;br /&gt;
You can affect People directly, potentially allowing moulding of their bodies. Extensive modifications, and modifications to the unwilling, are more difficult. If you wanted to kill someone, you’d be much more successful by stabbing them. Having {{gloss|participants}} trained in [[Prof:Healing|Healing]] may help. Get {{gloss|OC}} permission before drawing on or touching anyone. This is permanent, it is not an {{gloss|effect}}.}}&lt;br /&gt;
|}&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>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Healing&amp;diff=1733</id>
		<title>Prof:Healing</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Healing&amp;diff=1733"/>
		<updated>2015-03-17T13:56:03Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This is not a Faction Skill&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill_Header}}&lt;br /&gt;
&lt;br /&gt;
{{Prof_Header}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 1}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Stitch-Up|&lt;br /&gt;
With 10 seconds of {{gloss|appropriate roleplay}}, during which the {{gloss|bleed count}} is paused, call {{call|CURE}} 1 to a {{gloss|dying}} character.&lt;br /&gt;
&lt;br /&gt;
In a non-{{gloss|stressful situation}} with  {{gloss|appropriate roleplay}}, you may heal all {{gloss|hits}} on an {{gloss|unresisting}} target and then call {{call|COMPEL}} 2: &amp;quot;You feel exhausted.&amp;quot; on that target.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Diagnose|&lt;br /&gt;
With 10 seconds of  {{gloss|appropriate roleplay}}, may determine what sort of {{gloss|wound}} someone is suffering from or how many {{gloss|hits}} they have left.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 2}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Nurse|&lt;br /&gt;
With 2 min of  {{gloss|appropriate roleplay}} you may suppress the effects up to 4 levels of {{gloss|wounds}}. You may divide this total up between multiple people. You must accompany the targets in order to keep suppressing their {{gloss|wounds}}. You may change whose {{gloss|wounds}} you are suppressing and by how much with 2 min of roleplay.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Splint|&lt;br /&gt;
In a non-{{gloss|stressful situation}}, you may heal a {{gloss|CRUSH}} effect with appropriate roleplay.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Field Medic|&lt;br /&gt;
In a non-{{gloss|stressful situation}}, you may heal all {{gloss|hits}} on multiple characters with  {{gloss|appropriate roleplay}}.}}&lt;br /&gt;
 &lt;br /&gt;
{{Ability|The Doctor is In|&lt;br /&gt;
In an appropriately equipped building (The {{gloss|interactive}} venue is always equipped for this) you may remove a number of {{gloss|wound}} levels from a patient with  {{gloss|appropriate roleplay}}. If the patient has {{gloss|stamina}}, it is reduced to 0. Each {{gloss|wound}} level healed using this skill requires one dose of {{gloss|Curative Herbs}}. How your PC applies or consumes these is down to your their Paradigm. Most equipped buildings will have a supply of these, you may also purchase them in Downtime or off the Guild of Surgeons for 4D each.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Field Healer|&lt;br /&gt;
Remove 1 {{gloss|wound}} from the target for each {{gloss|participant}} in this {{gloss|ritual}}.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Expert Care|&lt;br /&gt;
You may now suppress up to 8 levels of {{gloss|wounds}}.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Autopsy{{ref}}|&lt;br /&gt;
Given 30 seconds of  {{gloss|appropriate roleplay}} with a body, you can ask a {{gloss|ref}} for a limited amount of information on what killed that body, and what abilities the body might have had. Very useful for unknown monsters.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 5 {{locked}}}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Master Healer{{ref}}|&lt;br /&gt;
Mixing {{gloss|rituals}} and anatomy, you are capable of bewildering feats of medicine. These can include transplants, removing all {{gloss|wounds}}, etc. If you have extra {{gloss|participants}}, they must all have the Healing skill and roleplay assisting with the procedure.}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Rules]][[Category:Skills]][[Category:Locked Level 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Vendicsal_Society&amp;diff=1729</id>
		<title>Vendicsal Society</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Vendicsal_Society&amp;diff=1729"/>
		<updated>2015-03-13T10:30:19Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Twelve years after being born Alfar are gifted their ‘life-path’ of Crusader or Colonizer: this involves a Smith, the guardian of a settlement&#039;s traditions, reading the paradigm of the child through arcane casting of lots in a ritual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As an Alfar in the bar, you are a Crusader by definition: Colonizers rule and defend the homelands, their duties are not on the frontiers. Thus, any Colonizer in an Interactive would be in disguise as a Crusader and embracing in the exact same behaviour as other Crusaders to maintain the charade. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Note: Vendicsal PCs should be Crusaders. &amp;quot;Coloniser disguised as a Crusader, having run off to seek the Other Kind of Glory&amp;quot; is available with ref approval, but we don&#039;t want the entire bar to be full of the exception.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Crusaders dress in colourful clothes that often bare parts of their body that are scarred, to show off glorious showdowns. Many trinkets are attached to their clothes, each one with a story behind it that a Crusader is VERY INTERESTED in telling people whether they asked or not. Colonizers dress in plainer working clothes, though this is often added to by spoils of war brought back by one of one’s Crusader associates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Crusaders are a ‘Viking’ type figure in many respects, though not as simplistic as modern stereotypes. Raiding, combat and violence is expected for Vendicsal Alfar, but so are feats of surgery in battle as well as exploring unknown places; so long as it is a good story. Trade is a glorious occupation, as long as you have tales of obtaining your goods  in a suitably dramatic way. Work for the Antiquarians is especially popular. To hide one’s true intentions is generally regarded as a bad practice, Alfar merchants have a reputation for being callous but honest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Colonizers, on the other hand, accomplish the tasks that keep Vendicsal society running, which can involve defending the borders of one’s settlement, trading with neighbours to get fuel for the winter, etc. The Alfar tendency towards aggression and competition tends to come out here in border skirmishes, bragging about their hunting prowess and so on.  To give a comparison, it is glorious for a Colonizer to hunt one’s dinner down and then turn it into a feast to outdo one’s neighbours: for a Crusader it would be glorious to steal such a feast from a rival.  Powerful Colonizers have a tendency to declare themselves as leaders on behalf of a clan, ensuring that people are fed and that their Crusaders are accomplishing wondrous deeds on their behalf. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The third life-path is that of  the ‘Smith’: It is a life-path whose members are regarded as blurring the traditional society roles. A Smith is both highly connected to industry and tradition, but also leads armies of Crusaders into war. They are the only Alfar who have the right to craft things from metal, and are treated with  respect because of it. Essentially they are a Guild within that nation. Their monopoly on decent weapons and tools allows them tremendous influence over both halves of society. Their only general unifying belief is that they must protect the Vendicsal faction from outside forces that would threaten them. They have considerable influence in determining the Ambassador to other nations, “reading the auguries” to advise the Colonisers on who to pick.&lt;br /&gt;
&lt;br /&gt;
[[Category:Vendicsal]]&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Vendicsal_Society&amp;diff=1728</id>
		<title>Vendicsal Society</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Vendicsal_Society&amp;diff=1728"/>
		<updated>2015-03-13T10:20:28Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Twelve years after being born Alfar are gifted their ‘life-path’ of Crusader or Colonizer: this involves a Smith, the guardian of a settlement&#039;s traditions, reading the paradigm of the child through arcane casting of lots in a ritual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: Only the Crusader role is available to PCs.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As an Alfar in the bar, you are a Crusader by definition: Colonizers rule and defend the homelands, their duties are not on the frontiers. Thus, if you are Colonizer at the bar you are in disguise as a Crusader, and embracing in the exact same behaviour as other Crusaders: not to do so would be too suspicious. Crusaders dress in colourful clothes that often bare parts of their body that are scarred, to show off glorious showdowns. Many trinkets are attached to their clothes, each one with a story behind it that a Crusader is VERY INTERESTED in telling people whether they asked or not. Colonizers dress in plainer working clothes, though this is often added to by spoils of war brought back by one of one’s Crusader associates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Crusaders are a ‘Viking’ type figure in many respects, though not as simplistic as modern stereotypes. Raiding, combat and violence is expected for Vendicsal Alfar, but so are feats of surgery in battle as well as exploring unknown places; so long as it is a good story. Trade is a glorious occupation, as long as you have tales of obtaining your goods  in a suitably dramatic way. Work for the Antiquarians is especially popular. To hide one’s true intentions is generally regarded as a bad practice, Alfar merchants have a reputation for being callous but honest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Colonizers, on the other hand, accomplish the tasks that keep Vendicsal society running, which can involve defending the borders of one’s settlement, trading with neighbours to get fuel for the winter, etc. The Alfar tendency towards aggression and competition tends to come out here in border skirmishes, bragging about their hunting prowess and so on.  To give a comparison, it is glorious for a Colonizer to hunt one’s dinner down and then turn it into a feast to outdo one’s neighbours: for a Crusader it would be glorious to steal such a feast from a rival.  Powerful Colonizers have a tendency to declare themselves as leaders on behalf of a clan, ensuring that people are fed and that their Crusaders are accomplishing wondrous deeds on their behalf. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The third life-path is that of  the ‘Smith’: It is a life-path whose members are regarded as blurring the traditional society roles. A Smith is both highly connected to industry and tradition, but also leads armies of Crusaders into war. They are the only Alfar who have the right to craft things from metal, and are treated with  respect because of it. Essentially they are a Guild within that nation. Their monopoly on decent weapons and tools allows them tremendous influence over both halves of society. Their only general unifying belief is that they must protect the Vendicsal faction from outside forces that would threaten them. They have considerable influence in determining the Ambassador to other nations, “reading the auguries” to advise the Colonisers on who to pick.&lt;br /&gt;
&lt;br /&gt;
[[Category:Vendicsal]]&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Vendicsal_Society&amp;diff=1727</id>
		<title>Vendicsal Society</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Vendicsal_Society&amp;diff=1727"/>
		<updated>2015-03-13T10:20:21Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Twelve years after being born Alfar are gifted their ‘life-path’ of Crusader or Colonizer: this involves a Smith, the guardian of a settlement&#039;s traditions, reading the paradigm of the child through arcane casting of lots in a ritual.&lt;br /&gt;
&#039;&#039;&#039;Note: Only the Crusader role is available to PCs.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As an Alfar in the bar, you are a Crusader by definition: Colonizers rule and defend the homelands, their duties are not on the frontiers. Thus, if you are Colonizer at the bar you are in disguise as a Crusader, and embracing in the exact same behaviour as other Crusaders: not to do so would be too suspicious. Crusaders dress in colourful clothes that often bare parts of their body that are scarred, to show off glorious showdowns. Many trinkets are attached to their clothes, each one with a story behind it that a Crusader is VERY INTERESTED in telling people whether they asked or not. Colonizers dress in plainer working clothes, though this is often added to by spoils of war brought back by one of one’s Crusader associates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Crusaders are a ‘Viking’ type figure in many respects, though not as simplistic as modern stereotypes. Raiding, combat and violence is expected for Vendicsal Alfar, but so are feats of surgery in battle as well as exploring unknown places; so long as it is a good story. Trade is a glorious occupation, as long as you have tales of obtaining your goods  in a suitably dramatic way. Work for the Antiquarians is especially popular. To hide one’s true intentions is generally regarded as a bad practice, Alfar merchants have a reputation for being callous but honest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Colonizers, on the other hand, accomplish the tasks that keep Vendicsal society running, which can involve defending the borders of one’s settlement, trading with neighbours to get fuel for the winter, etc. The Alfar tendency towards aggression and competition tends to come out here in border skirmishes, bragging about their hunting prowess and so on.  To give a comparison, it is glorious for a Colonizer to hunt one’s dinner down and then turn it into a feast to outdo one’s neighbours: for a Crusader it would be glorious to steal such a feast from a rival.  Powerful Colonizers have a tendency to declare themselves as leaders on behalf of a clan, ensuring that people are fed and that their Crusaders are accomplishing wondrous deeds on their behalf. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The third life-path is that of  the ‘Smith’: It is a life-path whose members are regarded as blurring the traditional society roles. A Smith is both highly connected to industry and tradition, but also leads armies of Crusaders into war. They are the only Alfar who have the right to craft things from metal, and are treated with  respect because of it. Essentially they are a Guild within that nation. Their monopoly on decent weapons and tools allows them tremendous influence over both halves of society. Their only general unifying belief is that they must protect the Vendicsal faction from outside forces that would threaten them. They have considerable influence in determining the Ambassador to other nations, “reading the auguries” to advise the Colonisers on who to pick.&lt;br /&gt;
&lt;br /&gt;
[[Category:Vendicsal]]&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Template:Prof_Header&amp;diff=1726</id>
		<title>Template:Prof Header</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Template:Prof_Header&amp;diff=1726"/>
		<updated>2015-03-13T09:54:45Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Profession Skills give you access to various support, investigation and enhancement abilities.&lt;br /&gt;
&lt;br /&gt;
Your Faction gives you a discount on one of these skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A profession skill gives you access to all [[Rituals|rituals]] and {{gloss|abilities}} described for that level of the skill.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Summary_Sheet&amp;diff=1714</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=1714"/>
		<updated>2015-03-10T12:41:25Z</updated>

		<summary type="html">&lt;p&gt;Jim: /* IC Calls */&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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== EFFECT N ====&lt;br /&gt;
{{id|EFFECT}}&lt;br /&gt;
EFFECT may not be made on someone who is in combat. It indicates they take a complicated effect, which you then explain. Unless otherwise stated, this lasts until midnight. The strength of the effect is equal to N.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====EXECUTE====&lt;br /&gt;
Your character is dead. &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>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Summary_Sheet&amp;diff=1713</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=1713"/>
		<updated>2015-03-10T12:39:27Z</updated>

		<summary type="html">&lt;p&gt;Jim: Created page with &amp;quot;=Combat= *If you are hit by a melee blow it always removes at least one {{gloss|hit}} from your total. *If you are hit by an arrow, it applies the damage call {{call|TRIPLE}}...&amp;quot;&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. Against certain creatures, a MAGIC call will reduce or destroy their ability to call {{call|RESIST}} to blows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== ENTANGLE ====&lt;br /&gt;
You must not move your feet except for safety reasons for 10 seconds. You are unaffected by {{call|KNOCKBACK}} during this time. Call {{call|RESIST}} to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== DISRUPT ====&lt;br /&gt;
You cannot 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 are healed by N {{gloss|hits}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== CURSE ====&lt;br /&gt;
See a {{gloss|ref}} as soon as possible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== EFFECT N ====&lt;br /&gt;
{{id|EFFECT}}&lt;br /&gt;
EFFECT may not be made on someone who is in combat. It indicates they take a complicated effect, which you then explain. Unless otherwise stated, this lasts until midnight. The strength of the effect is equal to N.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====EXECUTE====&lt;br /&gt;
Your character is dead. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== COMPEL N (One complete command) ==== &lt;br /&gt;
{{id|COMPEL}}&lt;br /&gt;
Unless otherwise stated, this lasts until the next {{call|REFRESH}} call.  &lt;br /&gt;
&lt;br /&gt;
When you take this call you follow the instruction given to the best of your ability.  &lt;br /&gt;
&lt;br /&gt;
A COMPEL requiring further input, i.e. “Obey my every command” will fail.  &lt;br /&gt;
&lt;br /&gt;
You are aware that a foreign influence is trying to control your actions.  &lt;br /&gt;
&lt;br /&gt;
These COMPELs last until they expire or you do one of the following:  &lt;br /&gt;
*Spend N {{gloss|stamina}} to shake off the effect.&lt;br /&gt;
*Take N {{gloss|wounds}} to shake off the effect.&lt;br /&gt;
&lt;br /&gt;
If you choose to take wounds and do not currently have a wound card, you may elect to take wounds on the [[Bleeding from the Eyes]] wound track as a means to streamline your roleplaying.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== RESIST ====&lt;br /&gt;
This call indicates that you have heard someone else&#039;s call, but you are not reacting in the way they might expect. It is purely {{gloss|OC}} information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== DROP ====&lt;br /&gt;
You fall unconscious and cannot be roused. Normally used for visions etc. May not be {{call|RESIST}}ed.&lt;br /&gt;
&lt;br /&gt;
== 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>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Rituals&amp;diff=1712</id>
		<title>Rituals</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Rituals&amp;diff=1712"/>
		<updated>2015-03-10T12:10:10Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Rituals ==&lt;br /&gt;
*{{gloss|Rituals}} should consist of 60 seconds of {{gloss|appropriate roleplay}} including talking, unless otherwise noted. Some require a {{gloss|ref}}, and will say this.&lt;br /&gt;
&lt;br /&gt;
*Everyone {{gloss|participating}} in a {{gloss|ritual}} spends 2 {{gloss|stamina}} to do so. More people {{gloss|participating}} makes it more likely to have a favourable outcome. &lt;br /&gt;
&lt;br /&gt;
*Only the {{gloss|leader}} needs to have the skill for the Ritual. The {{gloss|leader}} controls the effect and other participants should join in with their form of roleplay.&lt;br /&gt;
&lt;br /&gt;
*Your roleplay should fit the intent of the {{gloss|ritual}} and obvious you are trying to cause some effect. You could raise a {{gloss|revenant}} by roleplaying embalming a body with a bottle full of symbolic alchemy. You could use a [[Prof:Knowledge|Knowledge]] {{gloss|ritual}} by drawing a big, complicated spidergram of evidence. &lt;br /&gt;
&lt;br /&gt;
*The intent of the {{gloss|ritual}} must be clear to anyone who can hear what is going on, but a {{gloss|ritual}} may be performed quietly. &lt;br /&gt;
&lt;br /&gt;
*{{gloss|Rituals}} take some effort to get it going, but a lot more effort to stop. The only reliable way to stop a {{gloss|ritual}} is for all {{gloss|participants}} to stop roleplaying, be {{gloss|dying}} or suffering from {{call|DISRUPT}}. &lt;br /&gt;
&lt;br /&gt;
*If interrupted, you lose any {{gloss|stamina}} that went in to the {{gloss|ritual}}. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Repeat rituals===&lt;br /&gt;
{{gloss|Participating}} in a repeat of a successful {{gloss|ritual}} on the same {{gloss|target}} more than once a day will have unhappy consequences. So the same group can’t use [[Prof:Knowledge|Knowledge]] 2 to ask about the same subject twice in a day, but they can ask about 2 different subjects.&lt;br /&gt;
&lt;br /&gt;
If you want to do the same {{gloss|ritual}} with any of the same {{gloss|participants}} on the same target for a second time that day, &#039;&#039;&#039;you need a {{gloss|ref}}.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Enhancements ===&lt;br /&gt;
Some {{gloss|rituals}} create {{gloss|enhancements}}. These are {{gloss|effects}} that you can activate with 5 seconds of {{gloss|appropriate roleplay}} in order to gain a bonus for the next or current {{gloss|encounter}}. You may activate them once, and then they are gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Self-Sacrifice and Rituals ==&lt;br /&gt;
When you harm yourself personally during a {{gloss|ritual}}, you are devoting your body to your cause or just turning all the safety features off for more power. See [[Self-Sacrifice|here]] for how to do this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Improvised Rituals==&lt;br /&gt;
It is possible to improvise new rituals, although this is risky and unreliable. Mostly, people use the known, safe Rituals. See [[Improvised Rituals|here]] for the rules for this. Improvising new {{gloss|rituals}} requires a {{gloss|ref}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Things Rituals Cannot Do ==&lt;br /&gt;
{{gloss|Rituals}} cannot:&lt;br /&gt;
* Resurrect the dead&lt;br /&gt;
* Teleport living beings or animated objects.&lt;br /&gt;
* Grant invisibility&lt;br /&gt;
* Anything that the {{gloss|refs}} can’t easily {{gloss|physrep}} given 5 minutes.&lt;br /&gt;
&lt;br /&gt;
The {{gloss|refs}} will make it clear before you start when you are trying to do the impossible, and you will get a dangerous result if you continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Things That Are Really Hard==&lt;br /&gt;
*Indirect Fire. If you can&#039;t see it, you can&#039;t directly target something painful at it.&lt;br /&gt;
&lt;br /&gt;
[[Category: Rules]]&lt;br /&gt;
[[Category: Rituals]]&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Rituals&amp;diff=1711</id>
		<title>Rituals</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Rituals&amp;diff=1711"/>
		<updated>2015-03-10T12:10:01Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Rituals ==&lt;br /&gt;
*{{gloss|Rituals}} should consist of 60 seconds of {{gloss|appropriate roleplay}} including talking, unless otherwise noted. Some require a {{gloss|ref}}, and will say this.&lt;br /&gt;
&lt;br /&gt;
*Everyone {{gloss|participating}} in a {{gloss|ritual}} spends 2 {{gloss|stamina}} to do so. More people {{gloss|participating}} makes it more likely to have a favourable outcome. &lt;br /&gt;
&lt;br /&gt;
*Only the {{gloss|leader}} needs to have the skill for the Ritual. The {{gloss|leader}} controls the effect and other participants should join in with their form of roleplay.&lt;br /&gt;
&lt;br /&gt;
*Your roleplay should fit the intent of the {{gloss|ritual}} and obvious you are trying to cause some effect. You could raise a {{gloss|revenant}} by roleplaying embalming a body with a bottle full of symbolic alchemy. You could use a [[Prof:Knowledge|Knowledge]] {{gloss|ritual}} by drawing a big, complicated spidergram of evidence. &lt;br /&gt;
&lt;br /&gt;
*The intent of the {{gloss|ritual}} must be clear to anyone who can hear what is going on, but a {{gloss|ritual}} may be performed quietly. &lt;br /&gt;
&lt;br /&gt;
*{{gloss|Rituals}} take some effort to get it going, but a lot more effort to stop. The only reliable way to stop a {{gloss|ritual}} is for all {{gloss|participants}} to stop roleplaying, be {{gloss|dying}} or suffering from {{call|DISRUPT}}. &lt;br /&gt;
&lt;br /&gt;
*If interrupted, you lose any {{gloss|stamina}} that went in to the {{gloss|ritual}}. &lt;br /&gt;
&lt;br /&gt;
===Repeat rituals===&lt;br /&gt;
{{gloss|Participating}} in a repeat of a successful {{gloss|ritual}} on the same {{gloss|target}} more than once a day will have unhappy consequences. So the same group can’t use [[Prof:Knowledge|Knowledge]] 2 to ask about the same subject twice in a day, but they can ask about 2 different subjects.&lt;br /&gt;
&lt;br /&gt;
If you want to do the same {{gloss|ritual}} with any of the same {{gloss|participants}} on the same target for a second time that day, &#039;&#039;&#039;you need a {{gloss|ref}}.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Enhancements ===&lt;br /&gt;
Some {{gloss|rituals}} create {{gloss|enhancements}}. These are {{gloss|effects}} that you can activate with 5 seconds of {{gloss|appropriate roleplay}} in order to gain a bonus for the next or current {{gloss|encounter}}. You may activate them once, and then they are gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Self-Sacrifice and Rituals ==&lt;br /&gt;
When you harm yourself personally during a {{gloss|ritual}}, you are devoting your body to your cause or just turning all the safety features off for more power. See [[Self-Sacrifice|here]] for how to do this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Improvised Rituals==&lt;br /&gt;
It is possible to improvise new rituals, although this is risky and unreliable. Mostly, people use the known, safe Rituals. See [[Improvised Rituals|here]] for the rules for this. Improvising new {{gloss|rituals}} requires a {{gloss|ref}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Things Rituals Cannot Do ==&lt;br /&gt;
{{gloss|Rituals}} cannot:&lt;br /&gt;
* Resurrect the dead&lt;br /&gt;
* Teleport living beings or animated objects.&lt;br /&gt;
* Grant invisibility&lt;br /&gt;
* Anything that the {{gloss|refs}} can’t easily {{gloss|physrep}} given 5 minutes.&lt;br /&gt;
&lt;br /&gt;
The {{gloss|refs}} will make it clear before you start when you are trying to do the impossible, and you will get a dangerous result if you continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Things That Are Really Hard==&lt;br /&gt;
*Indirect Fire. If you can&#039;t see it, you can&#039;t directly target something painful at it.&lt;br /&gt;
&lt;br /&gt;
[[Category: Rules]]&lt;br /&gt;
[[Category: Rituals]]&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Rituals&amp;diff=1710</id>
		<title>Rituals</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Rituals&amp;diff=1710"/>
		<updated>2015-03-10T12:09:00Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Rituals ==&lt;br /&gt;
*{{gloss|Rituals}} should consist of 60 seconds of {{gloss|appropriate roleplay}} including talking, unless otherwise noted. Some require a {{gloss|ref}}, and will say this.&lt;br /&gt;
&lt;br /&gt;
*Everyone {{gloss|participating}} in a {{gloss|ritual}} spends 2 {{gloss|stamina}} to do so. More people {{gloss|participating}} makes it more likely to have a favourable outcome. &lt;br /&gt;
&lt;br /&gt;
*Only the {{gloss|leader}} needs to have the skill for the Ritual. The {{gloss|leader}} controls the effect and other participants should join in with their form of roleplay.&lt;br /&gt;
&lt;br /&gt;
*Your roleplay should fit the intent of the {{gloss|ritual}} and obvious you are trying to cause some effect. You could raise a {{gloss|revenant}} by roleplaying embalming a body with a bottle full of symbolic alchemy. You could use a [[Prof:Knowledge|Knowledge]] {{gloss|ritual}} by drawing a big, complicated spidergram of evidence. &lt;br /&gt;
&lt;br /&gt;
*The intent of the {{gloss|ritual}} must be clear to anyone who can hear what is going on, but a {{gloss|ritual}} may be performed quietly. &lt;br /&gt;
&lt;br /&gt;
*{{gloss|Rituals}} take some effort to get it going, but a lot more effort to stop. The only reliable way to stop a {{gloss|ritual}} is for all {{gloss|participants}} to stop roleplaying, be {{gloss|dying}} or suffering from {{call|DISRUPT}}. &lt;br /&gt;
&lt;br /&gt;
*If interrupted, you lose any {{gloss|stamina}} that went in to the {{gloss|ritual}}. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gloss|Participating}} in a repeat of a successful {{gloss|ritual}} on the same {{gloss|target}} more than once a day will have unhappy consequences. So the same group can’t use [[Prof:Knowledge|Knowledge]] 2 to ask about the same subject twice in a day, but they can ask about 2 different subjects.&lt;br /&gt;
&lt;br /&gt;
If you want to do the same {{gloss|ritual}} with any of the same {{gloss|participants}} on the same target for a second time that day, &#039;&#039;&#039;you need a {{gloss|ref}}.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Enhancements ===&lt;br /&gt;
Some {{gloss|rituals}} create {{gloss|enhancements}}. These are {{gloss|effects}} that you can activate with 5 seconds of {{gloss|appropriate roleplay}} in order to gain a bonus for the next or current {{gloss|encounter}}. You may activate them once, and then they are gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Self-Sacrifice and Rituals ==&lt;br /&gt;
When you harm yourself personally during a {{gloss|ritual}}, you are devoting your body to your cause or just turning all the safety features off for more power. See [[Self-Sacrifice|here]] for how to do this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Improvised Rituals==&lt;br /&gt;
It is possible to improvise new rituals, although this is risky and unreliable. Mostly, people use the known, safe Rituals. See [[Improvised Rituals|here]] for the rules for this. Improvising new {{gloss|rituals}} requires a {{gloss|ref}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Things Rituals Cannot Do ==&lt;br /&gt;
{{gloss|Rituals}} cannot:&lt;br /&gt;
* Resurrect the dead&lt;br /&gt;
* Teleport living beings or animated objects.&lt;br /&gt;
* Grant invisibility&lt;br /&gt;
* Anything that the {{gloss|refs}} can’t easily {{gloss|physrep}} given 5 minutes.&lt;br /&gt;
&lt;br /&gt;
The {{gloss|refs}} will make it clear before you start when you are trying to do the impossible, and you will get a dangerous result if you continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Things That Are Really Hard==&lt;br /&gt;
*Indirect Fire. If you can&#039;t see it, you can&#039;t directly target something painful at it.&lt;br /&gt;
&lt;br /&gt;
[[Category: Rules]]&lt;br /&gt;
[[Category: Rituals]]&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Main_Page&amp;diff=1709</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=1709"/>
		<updated>2015-03-10T12:04:58Z</updated>

		<summary type="html">&lt;p&gt;Jim: /* Announcements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=No Flag, No Country: The Manual=&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
[[File:TexasRuins2.jpg|400px|right]]&lt;br /&gt;
&lt;br /&gt;
Welcome to Mat Sellah, a recently discovered land centred around a mysterious Portal to the Beyond. Once a week, the Containment Zone around the Portal is opened up so that anyone with Faction sponsorship may freely investigate the Portal. &lt;br /&gt;
&lt;br /&gt;
Your PC is sufficiently trusted to be allowed unrestricted access during these times. The Delegations number a couple of hundred people from each Faction, and the Portal Camp contains roughly double that number of Guild professionals, sailors, fortune-seekers and so on. &lt;br /&gt;
&lt;br /&gt;
You will get personal objectives sent to you from your factions, and completing these will put you in better standing and potentially get you more resources or responsibility. &lt;br /&gt;
&lt;br /&gt;
You have been authorised to contact any settlements found on Mat Sellah and given an allowance for bribes, supplies, etc. Do well, and prestige and fortune will be yours. Fail, and at best you’ll get a cramped ride back on the next cargo ship...&lt;br /&gt;
&lt;br /&gt;
The year is 615 Post-Collapse, and the treasures of Mat Sellah are yours for the taking.&lt;br /&gt;
&lt;br /&gt;
If you are interested in the game, please come along to one of our Interactives or Linears, or contact the Refs at larp-refs@srcf.net.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
=== Starting XP ===&lt;br /&gt;
*This week, any new PCs have {{StartingXP}} XP.&lt;br /&gt;
&lt;br /&gt;
===Recent Updates: ===&lt;br /&gt;
*[[Wounds_and_Dying#Wounds|Wounds]] have been clarified to better deal with characters who have acquired multiple wound tracks. &lt;br /&gt;
*We have made the first set of changes folling the Rules Review:&lt;br /&gt;
**The Stamina cost of Heavy Armour has been reduced.&lt;br /&gt;
**A call of NOTHING accompanying a blow with a weapon indicates that the blow is not hard enough to cause your character to lose a Hit.&lt;br /&gt;
**The Doctor is In ( [[Prof:Healing|Healing]] L3 Ability) will now require Curative Herbs costing 4D. A supply of these will be provided each week to the interactive venue. More may be purchased in downtime. &lt;br /&gt;
**Revenants created by [[Prof:Necromancy|Necromancy]] now become Dying and bleed out in 30s when reduced to 0 Hits. &lt;br /&gt;
**Necromancy 1 now grants the ability to extend a Revenant&#039;s lifespan.&lt;br /&gt;
**Necromancy 2 now grants the ability to CURE 1 on the target revenant.&lt;br /&gt;
**Necromancy 3 now cannot be used mid-combat.&lt;br /&gt;
**Necromancy 4 now has multiple upgrade options, rather than just KNOCKBACK.&lt;br /&gt;
*We have updated the section on  [[Magic_and_the_Supernatural#Sacrifice|Sacrifice]] with how it is believed to work IC. This was on the original Manual but was late in being transferred to the wiki.&lt;br /&gt;
*We have clarified the use of Biomancy and other disguise methods in uptime on the page [[Disguises]].&lt;br /&gt;
*Necromancy and Corpus have been updated with further information on the valid targets for each. Corpus simply requires a body. Necromancy requires the body of a sentient creature. &lt;br /&gt;
&lt;br /&gt;
[[Rules_Updates| Full rules change list is here]]. &lt;br /&gt;
&lt;br /&gt;
We will keep the most recent updates on the front page.&lt;br /&gt;
&lt;br /&gt;
Please email feedback to [mailto:larp-feedback@srcf.net larp-feedback@srcf.net]. &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>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=General_Rules&amp;diff=1708</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=1708"/>
		<updated>2015-03-10T12:03:05Z</updated>

		<summary type="html">&lt;p&gt;Jim: &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;
If you have read this page, [[Safety]] and [[Calls]], you now know enough to play the game.&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 when they are damaged. Hits 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 [[Magical Items|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;
*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;
*Other calls tend to come from [[Spells and Strikes|Spells]] that affect you at a distance and [[Spells and Strikes|Strikes]] delivered by a melee blow. These will have a [[Calls|Call]] attached to tell you what happens.&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 character 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 an arrow, it applies the damage call {{call|TRIPLE}} {{call|CRUSH}} {{call|STRIKEDOWN}} to the location it hits.&lt;br /&gt;
&lt;br /&gt;
*You must be familiar with the [[Safety]] rules and take care that your blows are controlled. In particular, be careful when aiming for the head and do not aim for an opponent&#039;s face.&lt;br /&gt;
&lt;br /&gt;
*You may make a maximum of one call (this includes an implied SINGLE) per second against a given opponent. If a single opponent strikes you more than once a second you take only one of these blows. This does not prevent you taking multiple calls from multiple opponents simultaneously.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
* A player character that has spent no experience has the following properties:&lt;br /&gt;
** They have 3 global {{gloss|hits}}&lt;br /&gt;
** They may gain 2 {{gloss|hits}} by wearing [[Armour|armour]] that covers their torso&lt;br /&gt;
** They have 0 {{gloss|stamina}}&lt;br /&gt;
** They earn 32 {{gloss|Ducatto}} per week.&lt;br /&gt;
&lt;br /&gt;
They also have access to the following two {{gloss|abilities}}:&lt;br /&gt;
&lt;br /&gt;
{{Ability|First Aid|&lt;br /&gt;
{{gloss|Factions}} like their agents to have at least a bit of first aid training. You can pause another character’s {{gloss|bleed count}} by placing both hands on them. If neither of you are disturbed for 60 seconds, you may call {{call|CURE}} 1 on the {{gloss|dying}} character.&lt;br /&gt;
&lt;br /&gt;
Anyone can ask after a few seconds investigation, “OC: Have you lost Hits?” and get a truthful answer.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Catch Breath|&lt;br /&gt;
If you are not in a {{gloss|stressful situation}} you can spend 60 seconds to cure any locations ruined by {{call|CRUSH}} and restore all {{gloss|hits}}, but you will take a {{gloss|wound}} from pushing yourself too far. It should be obvious to everyone that you are regaining your abilities, either because you are fixing your armour, bent over double breathing hard or meditating. You can not shout or run whilst doing this, although you may talk normally.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dying ==&lt;br /&gt;
&lt;br /&gt;
If your character reaches 0 {{gloss|hits}}, you should fall to the floor. Your character is now {{gloss|dying}}.&lt;br /&gt;
&lt;br /&gt;
A {{gloss|dying}} character who receives a {{call|CURE}} call ceases to be {{gloss|dying}}, as they regain hits.&lt;br /&gt;
&lt;br /&gt;
Someone who is {{gloss|dying}} can neither move under their own power nor take any IC action except talking. A {{gloss|dying}} character cannot resist any action taken on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Terminal ===&lt;br /&gt;
&lt;br /&gt;
After spending 120 seconds {{gloss|dying}}, a {{gloss|character}} becomes {{gloss|terminal}}. They cannot be saved by any means, and the {{gloss|player}} may choose when the {{gloss|character}} dies. A {{Gloss|character}} may only remain {{gloss|terminal}} until the end of the next {{gloss|interactive}}. While {{gloss|terminal}} a {{gloss|character}} should roleplay being mortally wounded.&lt;br /&gt;
&lt;br /&gt;
A {{gloss|terminal}} character who receives a {{call|CURE}} call is able to walk but is otherwise treated as {{gloss|dying}}. If they take any damage, they should fall over until they receive another {{call|CURE}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Executions and Wounding ===&lt;br /&gt;
&lt;br /&gt;
Someone who is not actively resisting can be {{gloss|executed}} with 10 seconds spent roleplaying delivering an obvious deathblow to the target with a weapon. Call {{gloss|EXECUTE}}.&lt;br /&gt;
&lt;br /&gt;
Someone who is not actively resisting can be given a {{gloss|wound}} instead of completely being executed. This takes 10 seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
&lt;br /&gt;
If your PC becomes {{gloss|dying}}, either a {{gloss|ref}} will come over to you or you should remind a {{gloss|ref}} at the end of the {{gloss|encounter}}. You will then receive an appropriate {{gloss|wound card}} with 8 levels of {{gloss|wounds}} on it. Your PC has the the first level of {{gloss|wound}} on the card, and each subsequent time they become {{gloss|dying}}, they go up a level.&lt;br /&gt;
&lt;br /&gt;
PCs may also receive {{gloss|wound}}s  at {{gloss|ref}} discretion. Refs may also hand out extra levels of {{gloss|wound}}s that have their own cards. For example, your PC is attacked by a poisonous monster. You gain a card with a specific extra {{gloss|wound}} of &amp;quot;POISONED: Lose 1 Maximum Hit&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A character&#039;s {{gloss|wounds}} heal naturally over time, and a {{gloss|PC}} loses 2 levels of {{gloss|wounds}} at the end of each {{gloss|interactive}}, regardless of whether they were played or not. &lt;br /&gt;
&lt;br /&gt;
{{gloss|Wounds}} may by physical or mental, this has no effect on the {{gloss|skill needed}} to treat them, it is always the Healing {{gloss|skill}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a Character ==&lt;br /&gt;
&lt;br /&gt;
To create a character you must decide on the following 3 things:&lt;br /&gt;
&lt;br /&gt;
#A faction membership&lt;br /&gt;
#A background&lt;br /&gt;
#A list of {{gloss|skills}}&lt;br /&gt;
&lt;br /&gt;
For a description of the mechanics of creating a character see [[Character_Creation_Mechanics|Character Creation Mechanics]].&lt;br /&gt;
&lt;br /&gt;
Conversely, for a more in-depth look at the process behind taking a character concept and developing it into a fully fledged character see [[How_to_Create_a_Character|How to Create a Character]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== More Reading ==&lt;br /&gt;
*[[Skills]]&lt;br /&gt;
* [[Armour|Armour]]&lt;br /&gt;
* [[Spells_and_Strikes|Spells and Strikes]]&lt;br /&gt;
* [[Magical_Items|Magical Items]]&lt;br /&gt;
* [[Rituals|Rituals]]&lt;br /&gt;
* [[Revenant|Revenant]]&lt;br /&gt;
* [[Disguises]]&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=General_Rules&amp;diff=1707</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=1707"/>
		<updated>2015-03-10T12:02:35Z</updated>

		<summary type="html">&lt;p&gt;Jim: &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;
If you have read this page, [[Safety]] and [[Calls]], you now know enough to play the game.&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 when they are damaged. Hits 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 [[Magical Items|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;
== Basic Combat Rules ==&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;
*Other calls tend to come from [[Spells and Strikes|Spells]] that affect you at a distance and [[Spells and Strikes|Strikes]] delivered by a melee blow. These will have a [[Calls|Call]] attached to tell you what happens.&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 character 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 an arrow, it applies the damage call {{call|TRIPLE}} {{call|CRUSH}} {{call|STRIKEDOWN}} to the location it hits.&lt;br /&gt;
&lt;br /&gt;
*You must be familiar with the [[Safety]] rules and take care that your blows are controlled. In particular, be careful when aiming for the head and do not aim for an opponent&#039;s face.&lt;br /&gt;
&lt;br /&gt;
*You may make a maximum of one call (this includes an implied SINGLE) per second against a given opponent. If a single opponent strikes you more than once a second you take only one of these blows. This does not prevent you taking multiple calls from multiple opponents simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
* A player character that has spent no experience has the following properties:&lt;br /&gt;
** They have 3 global {{gloss|hits}}&lt;br /&gt;
** They may gain 2 {{gloss|hits}} by wearing [[Armour|armour]] that covers their torso&lt;br /&gt;
** They have 0 {{gloss|stamina}}&lt;br /&gt;
** They earn 32 {{gloss|Ducatto}} per week.&lt;br /&gt;
&lt;br /&gt;
They also have access to the following two {{gloss|abilities}}:&lt;br /&gt;
&lt;br /&gt;
{{Ability|First Aid|&lt;br /&gt;
{{gloss|Factions}} like their agents to have at least a bit of first aid training. You can pause another character’s {{gloss|bleed count}} by placing both hands on them. If neither of you are disturbed for 60 seconds, you may call {{call|CURE}} 1 on the {{gloss|dying}} character.&lt;br /&gt;
&lt;br /&gt;
Anyone can ask after a few seconds investigation, “OC: Have you lost Hits?” and get a truthful answer.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Catch Breath|&lt;br /&gt;
If you are not in a {{gloss|stressful situation}} you can spend 60 seconds to cure any locations ruined by {{call|CRUSH}} and restore all {{gloss|hits}}, but you will take a {{gloss|wound}} from pushing yourself too far. It should be obvious to everyone that you are regaining your abilities, either because you are fixing your armour, bent over double breathing hard or meditating. You can not shout or run whilst doing this, although you may talk normally.}}&lt;br /&gt;
&lt;br /&gt;
== Dying ==&lt;br /&gt;
&lt;br /&gt;
If your character reaches 0 {{gloss|hits}}, you should fall to the floor. Your character is now {{gloss|dying}}.&lt;br /&gt;
&lt;br /&gt;
A {{gloss|dying}} character who receives a {{call|CURE}} call ceases to be {{gloss|dying}}, as they regain hits.&lt;br /&gt;
&lt;br /&gt;
Someone who is {{gloss|dying}} can neither move under their own power nor take any IC action except talking. A {{gloss|dying}} character cannot resist any action taken on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Terminal ===&lt;br /&gt;
&lt;br /&gt;
After spending 120 seconds {{gloss|dying}}, a {{gloss|character}} becomes {{gloss|terminal}}. They cannot be saved by any means, and the {{gloss|player}} may choose when the {{gloss|character}} dies. A {{Gloss|character}} may only remain {{gloss|terminal}} until the end of the next {{gloss|interactive}}. While {{gloss|terminal}} a {{gloss|character}} should roleplay being mortally wounded.&lt;br /&gt;
&lt;br /&gt;
A {{gloss|terminal}} character who receives a {{call|CURE}} call is able to walk but is otherwise treated as {{gloss|dying}}. If they take any damage, they should fall over until they receive another {{call|CURE}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Executions and Wounding ===&lt;br /&gt;
&lt;br /&gt;
Someone who is not actively resisting can be {{gloss|executed}} with 10 seconds spent roleplaying delivering an obvious deathblow to the target with a weapon. Call {{gloss|EXECUTE}}.&lt;br /&gt;
&lt;br /&gt;
Someone who is not actively resisting can be given a {{gloss|wound}} instead of completely being executed. This takes 10 seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
&lt;br /&gt;
If your PC becomes {{gloss|dying}}, either a {{gloss|ref}} will come over to you or you should remind a {{gloss|ref}} at the end of the {{gloss|encounter}}. You will then receive an appropriate {{gloss|wound card}} with 8 levels of {{gloss|wounds}} on it. Your PC has the the first level of {{gloss|wound}} on the card, and each subsequent time they become {{gloss|dying}}, they go up a level.&lt;br /&gt;
&lt;br /&gt;
PCs may also receive {{gloss|wound}}s  at {{gloss|ref}} discretion. Refs may also hand out extra levels of {{gloss|wound}}s that have their own cards. For example, your PC is attacked by a poisonous monster. You gain a card with a specific extra {{gloss|wound}} of &amp;quot;POISONED: Lose 1 Maximum Hit&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A character&#039;s {{gloss|wounds}} heal naturally over time, and a {{gloss|PC}} loses 2 levels of {{gloss|wounds}} at the end of each {{gloss|interactive}}, regardless of whether they were played or not. &lt;br /&gt;
&lt;br /&gt;
{{gloss|Wounds}} may by physical or mental, this has no effect on the {{gloss|skill needed}} to treat them, it is always the Healing {{gloss|skill}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a Character ==&lt;br /&gt;
&lt;br /&gt;
To create a character you must decide on the following 3 things:&lt;br /&gt;
&lt;br /&gt;
#A faction membership&lt;br /&gt;
#A background&lt;br /&gt;
#A list of {{gloss|skills}}&lt;br /&gt;
&lt;br /&gt;
For a description of the mechanics of creating a character see [[Character_Creation_Mechanics|Character Creation Mechanics]].&lt;br /&gt;
&lt;br /&gt;
Conversely, for a more in-depth look at the process behind taking a character concept and developing it into a fully fledged character see [[How_to_Create_a_Character|How to Create a Character]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== More Reading ==&lt;br /&gt;
*[[Skills]]&lt;br /&gt;
* [[Armour|Armour]]&lt;br /&gt;
* [[Spells_and_Strikes|Spells and Strikes]]&lt;br /&gt;
* [[Magical_Items|Magical Items]]&lt;br /&gt;
* [[Rituals|Rituals]]&lt;br /&gt;
* [[Revenant|Revenant]]&lt;br /&gt;
* [[Disguises]]&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=General_Rules&amp;diff=1706</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=1706"/>
		<updated>2015-03-10T12:02:25Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an {{gloss|OOC}} document, that explains the general rules of NFNC. If you have read this page, [[Safety]] and [[Calls]], you now know enough to play the game.&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 when they are damaged. Hits 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 [[Magical Items|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;
== Basic Combat Rules ==&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;
*Other calls tend to come from [[Spells and Strikes|Spells]] that affect you at a distance and [[Spells and Strikes|Strikes]] delivered by a melee blow. These will have a [[Calls|Call]] attached to tell you what happens.&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 character 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 an arrow, it applies the damage call {{call|TRIPLE}} {{call|CRUSH}} {{call|STRIKEDOWN}} to the location it hits.&lt;br /&gt;
&lt;br /&gt;
*You must be familiar with the [[Safety]] rules and take care that your blows are controlled. In particular, be careful when aiming for the head and do not aim for an opponent&#039;s face.&lt;br /&gt;
&lt;br /&gt;
*You may make a maximum of one call (this includes an implied SINGLE) per second against a given opponent. If a single opponent strikes you more than once a second you take only one of these blows. This does not prevent you taking multiple calls from multiple opponents simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
* A player character that has spent no experience has the following properties:&lt;br /&gt;
** They have 3 global {{gloss|hits}}&lt;br /&gt;
** They may gain 2 {{gloss|hits}} by wearing [[Armour|armour]] that covers their torso&lt;br /&gt;
** They have 0 {{gloss|stamina}}&lt;br /&gt;
** They earn 32 {{gloss|Ducatto}} per week.&lt;br /&gt;
&lt;br /&gt;
They also have access to the following two {{gloss|abilities}}:&lt;br /&gt;
&lt;br /&gt;
{{Ability|First Aid|&lt;br /&gt;
{{gloss|Factions}} like their agents to have at least a bit of first aid training. You can pause another character’s {{gloss|bleed count}} by placing both hands on them. If neither of you are disturbed for 60 seconds, you may call {{call|CURE}} 1 on the {{gloss|dying}} character.&lt;br /&gt;
&lt;br /&gt;
Anyone can ask after a few seconds investigation, “OC: Have you lost Hits?” and get a truthful answer.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Catch Breath|&lt;br /&gt;
If you are not in a {{gloss|stressful situation}} you can spend 60 seconds to cure any locations ruined by {{call|CRUSH}} and restore all {{gloss|hits}}, but you will take a {{gloss|wound}} from pushing yourself too far. It should be obvious to everyone that you are regaining your abilities, either because you are fixing your armour, bent over double breathing hard or meditating. You can not shout or run whilst doing this, although you may talk normally.}}&lt;br /&gt;
&lt;br /&gt;
== Dying ==&lt;br /&gt;
&lt;br /&gt;
If your character reaches 0 {{gloss|hits}}, you should fall to the floor. Your character is now {{gloss|dying}}.&lt;br /&gt;
&lt;br /&gt;
A {{gloss|dying}} character who receives a {{call|CURE}} call ceases to be {{gloss|dying}}, as they regain hits.&lt;br /&gt;
&lt;br /&gt;
Someone who is {{gloss|dying}} can neither move under their own power nor take any IC action except talking. A {{gloss|dying}} character cannot resist any action taken on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Terminal ===&lt;br /&gt;
&lt;br /&gt;
After spending 120 seconds {{gloss|dying}}, a {{gloss|character}} becomes {{gloss|terminal}}. They cannot be saved by any means, and the {{gloss|player}} may choose when the {{gloss|character}} dies. A {{Gloss|character}} may only remain {{gloss|terminal}} until the end of the next {{gloss|interactive}}. While {{gloss|terminal}} a {{gloss|character}} should roleplay being mortally wounded.&lt;br /&gt;
&lt;br /&gt;
A {{gloss|terminal}} character who receives a {{call|CURE}} call is able to walk but is otherwise treated as {{gloss|dying}}. If they take any damage, they should fall over until they receive another {{call|CURE}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Executions and Wounding ===&lt;br /&gt;
&lt;br /&gt;
Someone who is not actively resisting can be {{gloss|executed}} with 10 seconds spent roleplaying delivering an obvious deathblow to the target with a weapon. Call {{gloss|EXECUTE}}.&lt;br /&gt;
&lt;br /&gt;
Someone who is not actively resisting can be given a {{gloss|wound}} instead of completely being executed. This takes 10 seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
&lt;br /&gt;
If your PC becomes {{gloss|dying}}, either a {{gloss|ref}} will come over to you or you should remind a {{gloss|ref}} at the end of the {{gloss|encounter}}. You will then receive an appropriate {{gloss|wound card}} with 8 levels of {{gloss|wounds}} on it. Your PC has the the first level of {{gloss|wound}} on the card, and each subsequent time they become {{gloss|dying}}, they go up a level.&lt;br /&gt;
&lt;br /&gt;
PCs may also receive {{gloss|wound}}s  at {{gloss|ref}} discretion. Refs may also hand out extra levels of {{gloss|wound}}s that have their own cards. For example, your PC is attacked by a poisonous monster. You gain a card with a specific extra {{gloss|wound}} of &amp;quot;POISONED: Lose 1 Maximum Hit&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A character&#039;s {{gloss|wounds}} heal naturally over time, and a {{gloss|PC}} loses 2 levels of {{gloss|wounds}} at the end of each {{gloss|interactive}}, regardless of whether they were played or not. &lt;br /&gt;
&lt;br /&gt;
{{gloss|Wounds}} may by physical or mental, this has no effect on the {{gloss|skill needed}} to treat them, it is always the Healing {{gloss|skill}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a Character ==&lt;br /&gt;
&lt;br /&gt;
To create a character you must decide on the following 3 things:&lt;br /&gt;
&lt;br /&gt;
#A faction membership&lt;br /&gt;
#A background&lt;br /&gt;
#A list of {{gloss|skills}}&lt;br /&gt;
&lt;br /&gt;
For a description of the mechanics of creating a character see [[Character_Creation_Mechanics|Character Creation Mechanics]].&lt;br /&gt;
&lt;br /&gt;
Conversely, for a more in-depth look at the process behind taking a character concept and developing it into a fully fledged character see [[How_to_Create_a_Character|How to Create a Character]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== More Reading ==&lt;br /&gt;
*[[Skills]]&lt;br /&gt;
* [[Armour|Armour]]&lt;br /&gt;
* [[Spells_and_Strikes|Spells and Strikes]]&lt;br /&gt;
* [[Magical_Items|Magical Items]]&lt;br /&gt;
* [[Rituals|Rituals]]&lt;br /&gt;
* [[Revenant|Revenant]]&lt;br /&gt;
* [[Disguises]]&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Rituals&amp;diff=1705</id>
		<title>Rituals</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Rituals&amp;diff=1705"/>
		<updated>2015-03-10T12:00:28Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{gloss|Rituals}} should consist of 60 seconds of {{gloss|appropriate roleplay}} including talking, unless otherwise noted. Some require a {{gloss|ref}}, and will say this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your roleplay should fit the intent of the {{gloss|ritual}} and obvious you are trying to cause some effect. You could raise a {{gloss|revenant}} by roleplaying embalming a body with a bottle full of symbolic alchemy. You could use a [[Prof:Knowledge|Knowledge]] {{gloss|ritual}} by drawing a big, complicated spidergram of evidence. The intent of the {{gloss|ritual}} must be clear to anyone who can hear what is going on, but a {{gloss|ritual}} may be performed quietly. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everyone {{gloss|participating}} in a {{gloss|ritual}} spends 2 {{gloss|stamina}} to do so. More people {{gloss|participating}} makes it more likely to have a favourable outcome. Only the {{gloss|leader}} needs to have the skill. The {{gloss|leader}} controls the effect and other participants should join in with their form of roleplay to reinforce the Paradigm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gloss|Rituals}} take some effort to get it going, but a lot more effort to stop. The only reliable way to stop a {{gloss|ritual}} is for all {{gloss|participants}} to stop roleplaying, be {{gloss|dying}} or suffering from {{call|DISRUPT}}. If interrupted, you lose any {{gloss|stamina}} that went in to the {{gloss|ritual}}. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gloss|Participating}} in a repeat of a successful {{gloss|ritual}} on the same {{gloss|target}} more than once a day will have unhappy consequences. So the same group can’t use [[Prof:Knowledge|Knowledge]] 2 to ask about the same subject twice in a day, but they can ask about 2 different subjects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want to do the same {{gloss|ritual}} with any of the same {{gloss|participants}} on the same target for a second time that day, &#039;&#039;&#039;you need a {{gloss|ref}}.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Enhancements ===&lt;br /&gt;
Some {{gloss|rituals}} create {{gloss|enhancements}}. These are {{gloss|effects}} that you can activate with 5 seconds of {{gloss|appropriate roleplay}} in order to gain a bonus for the next or current {{gloss|encounter}}. You may activate them once, and then they are gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Self-Sacrifice and Rituals ==&lt;br /&gt;
When you harm yourself personally during a {{gloss|ritual}}, you are devoting your body to your cause or just turning all the safety features off for more power. See [[Self-Sacrifice|here]] for how to do this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Improvised Rituals==&lt;br /&gt;
It is possible to improvise new rituals, although this is risky and unreliable. Mostly, people use the known, safe Rituals. See [[Improvised Rituals|here]] for the rules for this. Improvising new {{gloss|rituals}} requires a {{gloss|ref}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Things Rituals Cannot Do ==&lt;br /&gt;
{{gloss|Rituals}} cannot:&lt;br /&gt;
* Resurrect the dead&lt;br /&gt;
* Teleport living beings or animated objects.&lt;br /&gt;
* Grant invisibility&lt;br /&gt;
* Anything that the {{gloss|refs}} can’t easily {{gloss|physrep}} given 5 minutes.&lt;br /&gt;
&lt;br /&gt;
The {{gloss|refs}} will make it clear before you start when you are trying to do the impossible, and you will get a dangerous result if you continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Things That Are Really Hard==&lt;br /&gt;
*Indirect Fire. If you can&#039;t see it, you can&#039;t directly target something painful at it.&lt;br /&gt;
&lt;br /&gt;
[[Category: Rules]]&lt;br /&gt;
[[Category: Rituals]]&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Rituals&amp;diff=1704</id>
		<title>Rituals</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Rituals&amp;diff=1704"/>
		<updated>2015-03-10T11:59:57Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{gloss|Rituals}} should consist of 60 seconds of {{gloss|appropriate roleplay}} including talking, unless otherwise noted. Some require a {{gloss|ref}}, and will say this.&lt;br /&gt;
&lt;br /&gt;
Your roleplay should fit the intent of the {{gloss|ritual}} and obvious you are trying to cause some effect. You could raise a {{gloss|revenant}} by roleplaying embalming a body with a bottle full of symbolic alchemy. You could use a [[Prof:Knowledge|Knowledge]] {{gloss|ritual}} by drawing a big, complicated spidergram of evidence. The intent of the {{gloss|ritual}} must be clear to anyone who can hear what is going on, but a {{gloss|ritual}} may be performed quietly. &lt;br /&gt;
&lt;br /&gt;
Everyone {{gloss|participating}} in a {{gloss|ritual}} spends 2 {{gloss|stamina}} to do so. More people {{gloss|participating}} makes it more likely to have a favourable outcome. Only the {{gloss|leader}} needs to have the skill. The {{gloss|leader}} controls the effect and other participants should join in with their form of roleplay to reinforce the Paradigm.&lt;br /&gt;
&lt;br /&gt;
{{gloss|Rituals}} take some effort to get it going, but a lot more effort to stop. The only reliable way to stop a {{gloss|ritual}} is for all {{gloss|participants}} to stop roleplaying, be {{gloss|dying}} or suffering from {{call|DISRUPT}}. If interrupted, you lose any {{gloss|stamina}} that went in to the {{gloss|ritual}}. &lt;br /&gt;
&lt;br /&gt;
{{gloss|Participating}} in a repeat of a successful {{gloss|ritual}} on the same {{gloss|target}} more than once a day will have unhappy consequences. So the same group can’t use [[Prof:Knowledge|Knowledge]] 2 to ask about the same subject twice in a day, but they can ask about 2 different subjects.&lt;br /&gt;
&lt;br /&gt;
If you want to do the same {{gloss|ritual}} with any of the same {{gloss|participants}} on the same target for a second time that day, &#039;&#039;&#039;you need a {{gloss|ref}}.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Enhancements ===&lt;br /&gt;
Some {{gloss|rituals}} create {{gloss|enhancements}}. These are {{gloss|effects}} that you can activate with 5 seconds of {{gloss|appropriate roleplay}} in order to gain a bonus for the next or current {{gloss|encounter}}. You may activate them once, and then they are gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Self-Sacrifice and Rituals ==&lt;br /&gt;
When you harm yourself personally during a {{gloss|ritual}}, you are devoting your body to your cause or just turning all the safety features off for more power. See [[Self-Sacrifice|here]] for how to do this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Improvised Rituals==&lt;br /&gt;
It is possible to improvise new rituals, although this is risky and unreliable. Mostly, people use the known, safe Rituals. See [[Improvised Rituals|here]] for the rules for this. Improvising new {{gloss|rituals}} requires a {{gloss|ref}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Things Rituals Cannot Do ==&lt;br /&gt;
{{gloss|Rituals}} cannot:&lt;br /&gt;
* Resurrect the dead&lt;br /&gt;
* Teleport living beings or animated objects.&lt;br /&gt;
* Grant invisibility&lt;br /&gt;
* Anything that the {{gloss|refs}} can’t easily {{gloss|physrep}} given 5 minutes.&lt;br /&gt;
&lt;br /&gt;
The {{gloss|refs}} will make it clear before you start when you are trying to do the impossible, and you will get a dangerous result if you continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Things That Are Really Hard==&lt;br /&gt;
*Indirect Fire. If you can&#039;t see it, you can&#039;t directly target something painful at it.&lt;br /&gt;
&lt;br /&gt;
[[Category: Rules]]&lt;br /&gt;
[[Category: Rituals]]&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Improvised_Rituals&amp;diff=1703</id>
		<title>Improvised Rituals</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Improvised_Rituals&amp;diff=1703"/>
		<updated>2015-03-10T11:59:51Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can improvise a {{gloss|ritual}} to do anything of a similar level of power to a known {{gloss|ritual}} or {{gloss|spell}}. Improvised {{Gloss|rituals}} are dangerous, and get more so the more power is involved. They will always do &#039;&#039;something&#039;&#039;, though this may not be particularly helpful. They work best if you research them in your {{gloss|downtime}}, so that the {{gloss|refs}} have time to decide on possible outcomes. You can improvise {{gloss|rituals}} to cause the same effect as a known {{gloss|ritual}}. These will need more power to be successful than if they were led by someone who knew the {{gloss|ritual}}. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Improvised Rituals are very taxing on the leader and a given PC may only lead one a day. Doing more than this is likely to be ineffective and dangerous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you perform an improvised {{gloss|ritual}}, every {{gloss|character}} involved secretly draws a bead from a bag and shows it to a {{gloss|ref}}. The {{gloss|ref}} announces the result after all beads have been drawn.&lt;br /&gt;
&lt;br /&gt;
*A &#039;&#039;&#039;White&#039;&#039;&#039; bead means they do not count as a {{gloss|participant}} in the {{gloss|ritual}}.&lt;br /&gt;
*A &#039;&#039;&#039;Black&#039;&#039;&#039; bead means they count as one {{gloss|participant}} in the {{gloss|ritual}}. &lt;br /&gt;
*A&#039;&#039;&#039; Red&#039;&#039;&#039; bead means they count as two {{gloss|participants}} and the {{gloss|ritual}} suffers a dangerous overload. All {{gloss|participants}} suffer a {{gloss|wound}}.&lt;br /&gt;
&lt;br /&gt;
There will usually be &#039;&#039;&#039;4 white, 1 red and 5 black&#039;&#039;&#039; beads in the bag, as well as a &#039;&#039;&#039;red token&#039;&#039;&#039; of a distinctive shape to allow you to deliberately pick a red.&lt;br /&gt;
If you are actively being careless {{gloss|IC}}, {{gloss|refs}} may require you to draw twice and take their choice of result. An example of this is trying to improvise a {{gloss|ritual}} that is more powerful than any your {{gloss|PC}} knows. &lt;br /&gt;
&lt;br /&gt;
Enhancements and other persistent effects from improvised or combined rituals are unstable. They are unlikely to last long and ones that push the boundaries of what is possible may unravel violently. &#039;&#039;(OC explanation: If a result turns out to be horribly overpowered or not actually possible, it will not be retconned, but will likely deactivate and Wound the owner.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summoning Strangers==&lt;br /&gt;
This is always an Improvised Ritual appropriate to the type of or specific Stranger that you are trying to summon. Strangers are not guaranteed to respond to a summons, and they tend to work better with advance planning (Because we need to kit someone up as the Stranger so that they can appear).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Combining Two Rituals You Know ==&lt;br /&gt;
You may attempt to combine the effect of a {{gloss|ritual}} with that of another {{gloss|ritual}} you know. For example [[Prof:Knowledge|Knowledge]] 2 (Subject yourself to an {{gloss|effect}} and learn about it) and [[Prof:Necromancy|Necromancy]] 1 (Reanimate corpse) might be combined to allow you to re-live a dead person’s last memories and find out how they died. Combining {{gloss|rituals}} requires the same bead draw as improvising them. However, any {{gloss|participant}} who knows one of the {{gloss|rituals}} may choose to draw a second time. If so, they must accept the result of the second draw.&lt;br /&gt;
&lt;br /&gt;
[[Category: Rules]]&lt;br /&gt;
[[Category: Rituals]]&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Self-Sacrifice&amp;diff=1702</id>
		<title>Self-Sacrifice</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Self-Sacrifice&amp;diff=1702"/>
		<updated>2015-03-10T11:59:45Z</updated>

		<summary type="html">&lt;p&gt;Jim: Created page with &amp;quot;Injuring yourself symbolically or neglecting the safety features of a ritual can give it more power.   You may take a {{gloss|wound}} and make a bead draw. On a &amp;#039;&amp;#039;&amp;#039;white&amp;#039;&amp;#039;&amp;#039; be...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Injuring yourself symbolically or neglecting the safety features of a ritual can give it more power. &lt;br /&gt;
&lt;br /&gt;
You may take a {{gloss|wound}} and make a bead draw. On a &#039;&#039;&#039;white&#039;&#039;&#039; bead, you count as 2 {{gloss|participants}}. On a &#039;&#039;&#039;black&#039;&#039;&#039; bead, you count as 1 {{gloss|participant}}. On a &#039;&#039;&#039;red&#039;&#039;&#039; bead you take another {{gloss|wound}} and count as 1 {{gloss|participant}}.&lt;br /&gt;
&lt;br /&gt;
It is possible to use every scrap of your {{gloss|PC’s}} willpower and {{gloss|stamina}} in a {{gloss|ritual}}, leaving none to keep them thinking or breathing. Such a {{gloss|ritual}} is guaranteed to have a maximised outcome and is always fatal to the {{gloss|leader}} of the {{gloss|ritual}}. Tales of the death curses of powerful beings that sacrificed themselves this way are legendary and terrifying.&lt;br /&gt;
&lt;br /&gt;
To do this, you may inform a {{gloss|ref}}, or you may simply add 10 to the number of {{gloss|participants}}. Either way, your {{gloss|PC}} dies once the {{gloss|ritual}} ends. When doing this, you call {{call|RESIST}} to any {{call|DISRUPT}} that hits your {{gloss|PC}}.&lt;br /&gt;
&lt;br /&gt;
[[Category: Rules]]&lt;br /&gt;
[[Category: Rituals]]&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Rituals&amp;diff=1701</id>
		<title>Rituals</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Rituals&amp;diff=1701"/>
		<updated>2015-03-10T11:58:35Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{gloss|Rituals}} should consist of 60 seconds of {{gloss|appropriate roleplay}} including talking, unless otherwise noted. Some require a {{gloss|ref}}, and will say this.&lt;br /&gt;
&lt;br /&gt;
Your roleplay should fit the intent of the {{gloss|ritual}} and obvious you are trying to cause some effect. You could raise a {{gloss|revenant}} by roleplaying embalming a body with a bottle full of symbolic alchemy. You could use a [[Prof:Knowledge|Knowledge]] {{gloss|ritual}} by drawing a big, complicated spidergram of evidence. The intent of the {{gloss|ritual}} must be clear to anyone who can hear what is going on, but a {{gloss|ritual}} may be performed quietly. &lt;br /&gt;
&lt;br /&gt;
Everyone {{gloss|participating}} in a {{gloss|ritual}} spends 2 {{gloss|stamina}} to do so. More people {{gloss|participating}} makes it more likely to have a favourable outcome. Only the {{gloss|leader}} needs to have the skill. The {{gloss|leader}} controls the effect and other participants should join in with their form of roleplay to reinforce the Paradigm.&lt;br /&gt;
&lt;br /&gt;
{{gloss|Rituals}} take some effort to get it going, but a lot more effort to stop. The only reliable way to stop a {{gloss|ritual}} is for all {{gloss|participants}} to stop roleplaying, be {{gloss|dying}} or suffering from {{call|DISRUPT}}. If interrupted, you lose any {{gloss|stamina}} that went in to the {{gloss|ritual}}. &lt;br /&gt;
&lt;br /&gt;
{{gloss|Participating}} in a repeat of a successful {{gloss|ritual}} on the same {{gloss|target}} more than once a day will have unhappy consequences. So the same group can’t use [[Prof:Knowledge|Knowledge]] 2 to ask about the same subject twice in a day, but they can ask about 2 different subjects.&lt;br /&gt;
&lt;br /&gt;
If you want to do the same {{gloss|ritual}} with any of the same {{gloss|participants}} on the same target for a second time that day, &#039;&#039;&#039;you need a {{gloss|ref}}.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Enhancements ===&lt;br /&gt;
Some {{gloss|rituals}} create {{gloss|enhancements}}. These are {{gloss|effects}} that you can activate with 5 seconds of {{gloss|appropriate roleplay}} in order to gain a bonus for the next or current {{gloss|encounter}}. You may activate them once, and then they are gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Self-Sacrifice and Rituals ==&lt;br /&gt;
When you harm yourself personally during a {{gloss|ritual}}, you are devoting your body to your cause or just turning all the safety features off for more power. See [[Self-Sacrifice|here]] for how to do this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Improvised Rituals==&lt;br /&gt;
It is possible to improvise new rituals, although this is risky and unreliable. Mostly, people use the known, safe Rituals. See [[Improvised Rituals|here]] for the rules for this. Improvising new {{gloss|rituals}} requires a {{gloss|ref}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Things Rituals Cannot Do ==&lt;br /&gt;
{{gloss|Rituals}} cannot:&lt;br /&gt;
* Resurrect the dead&lt;br /&gt;
* Teleport living beings or animated objects.&lt;br /&gt;
* Grant invisibility&lt;br /&gt;
* Anything that the {{gloss|refs}} can’t easily {{gloss|physrep}} given 5 minutes.&lt;br /&gt;
&lt;br /&gt;
The {{gloss|refs}} will make it clear before you start when you are trying to do the impossible, and you will get a dangerous result if you continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Things That Are Really Hard==&lt;br /&gt;
*Indirect Fire. If you can&#039;t see it, you can&#039;t directly target something painful at it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Rituals&amp;diff=1700</id>
		<title>Rituals</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Rituals&amp;diff=1700"/>
		<updated>2015-03-10T11:57:30Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{gloss|Rituals}} should consist of 60 seconds of {{gloss|appropriate roleplay}} including talking, unless otherwise noted. Some require a {{gloss|ref}}, and will say this.&lt;br /&gt;
&lt;br /&gt;
Your roleplay should fit the intent of the {{gloss|ritual}} and obvious you are trying to cause some effect. You could raise a {{gloss|revenant}} by roleplaying embalming a body with a bottle full of symbolic alchemy. You could use a [[Prof:Knowledge|Knowledge]] {{gloss|ritual}} by drawing a big, complicated spidergram of evidence. The intent of the {{gloss|ritual}} must be clear to anyone who can hear what is going on, but a {{gloss|ritual}} may be performed quietly. &lt;br /&gt;
&lt;br /&gt;
Everyone {{gloss|participating}} in a {{gloss|ritual}} spends 2 {{gloss|stamina}} to do so. More people {{gloss|participating}} makes it more likely to have a favourable outcome. Only the {{gloss|leader}} needs to have the skill. The {{gloss|leader}} controls the effect and other participants should join in with their form of roleplay to reinforce the Paradigm.&lt;br /&gt;
&lt;br /&gt;
{{gloss|Rituals}} take some effort to get it going, but a lot more effort to stop. The only reliable way to stop a {{gloss|ritual}} is for all {{gloss|participants}} to stop roleplaying, be {{gloss|dying}} or suffering from {{call|DISRUPT}}. If interrupted, you lose any {{gloss|stamina}} that went in to the {{gloss|ritual}}. &lt;br /&gt;
&lt;br /&gt;
{{gloss|Participating}} in a repeat of a successful {{gloss|ritual}} on the same {{gloss|target}} more than once a day will have unhappy consequences. So the same group can’t use [[Prof:Knowledge|Knowledge]] 2 to ask about the same subject twice in a day, but they can ask about 2 different subjects.&lt;br /&gt;
&lt;br /&gt;
If you want to do the same {{gloss|ritual}} with any of the same {{gloss|participants}} on the same target for a second time that day, &#039;&#039;&#039;you need a {{gloss|ref}}.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Enhancements ===&lt;br /&gt;
Some {{gloss|rituals}} create {{gloss|enhancements}}. These are {{gloss|effects}} that you can activate with 5 seconds of {{gloss|appropriate roleplay}} in order to gain a bonus for the next or current {{gloss|encounter}}. You may activate them once, and then they are gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Self-Sacrifice and Rituals ==&lt;br /&gt;
When you harm yourself personally during a {{gloss|ritual}}, you are devoting your body to your cause or just turning all the safety features off for more power. You may take a {{gloss|wound}} and make a bead draw. On a &#039;&#039;&#039;white&#039;&#039;&#039; bead, you count as 2 {{gloss|participants}}. On a &#039;&#039;&#039;black&#039;&#039;&#039; bead, you count as 1 {{gloss|participant}}. On a &#039;&#039;&#039;red&#039;&#039;&#039; bead you take another {{gloss|wound}} and count as 1 {{gloss|participant}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is possible to use every scrap of your {{gloss|PC’s}} willpower and {{gloss|stamina}} in a {{gloss|ritual}}, leaving none to keep them thinking or breathing. Such a {{gloss|ritual}} is guaranteed to have a maximised outcome and is always fatal to the {{gloss|leader}} of the {{gloss|ritual}}. Tales of the death curses of powerful beings that sacrificed themselves this way are legendary and terrifying.&lt;br /&gt;
&lt;br /&gt;
To do this, you may inform a {{gloss|ref}}, or you may simply add 10 to the number of {{gloss|participants}}. Either way, your {{gloss|PC}} dies once the {{gloss|ritual}} ends. When doing this, you call {{call|RESIST}} to any {{call|DISRUPT}} that hits your {{gloss|PC}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Improvised Rituals==&lt;br /&gt;
It is possible to improvise new rituals, although this is risky and unreliable. Mostly, people use the known, safe Rituals. See [[Improvised Rituals|here]] for the rules for this. Improvising new {{gloss|rituals}} requires a {{gloss|ref}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Things Rituals Cannot Do ==&lt;br /&gt;
{{gloss|Rituals}} cannot:&lt;br /&gt;
* Resurrect the dead&lt;br /&gt;
* Teleport living beings or animated objects.&lt;br /&gt;
* Grant invisibility&lt;br /&gt;
* Anything that the {{gloss|refs}} can’t easily {{gloss|physrep}} given 5 minutes.&lt;br /&gt;
&lt;br /&gt;
The {{gloss|refs}} will make it clear before you start when you are trying to do the impossible, and you will get a dangerous result if you continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Things That Are Really Hard==&lt;br /&gt;
*Indirect Fire. If you can&#039;t see it, you can&#039;t directly target something painful at it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Rituals&amp;diff=1699</id>
		<title>Rituals</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Rituals&amp;diff=1699"/>
		<updated>2015-03-10T11:57:15Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{gloss|Rituals}} should consist of 60 seconds of {{gloss|appropriate roleplay}} including talking, unless otherwise noted. Some require a {{gloss|ref}}, and will say this.&lt;br /&gt;
&lt;br /&gt;
Your roleplay should fit the intent of the {{gloss|ritual}} and obvious you are trying to cause some effect. You could raise a {{gloss|revenant}} by roleplaying embalming a body with a bottle full of symbolic alchemy. You could use a [[Prof:Knowledge|Knowledge]] {{gloss|ritual}} by drawing a big, complicated spidergram of evidence. The intent of the {{gloss|ritual}} must be clear to anyone who can hear what is going on, but a {{gloss|ritual}} may be performed quietly. &lt;br /&gt;
&lt;br /&gt;
Everyone {{gloss|participating}} in a {{gloss|ritual}} spends 2 {{gloss|stamina}} to do so. More people {{gloss|participating}} makes it more likely to have a favourable outcome. Only the {{gloss|leader}} needs to have the skill. The {{gloss|leader}} controls the effect and other participants should join in with their form of roleplay to reinforce the Paradigm.&lt;br /&gt;
&lt;br /&gt;
{{gloss|Rituals}} take some effort to get it going, but a lot more effort to stop. The only reliable way to stop a {{gloss|ritual}} is for all {{gloss|participants}} to stop roleplaying, be {{gloss|dying}} or suffering from {{call|DISRUPT}}. If interrupted, you lose any {{gloss|stamina}} that went in to the {{gloss|ritual}}. &lt;br /&gt;
&lt;br /&gt;
{{gloss|Participating}} in a repeat of a successful {{gloss|ritual}} on the same {{gloss|target}} more than once a day will have unhappy consequences. So the same group can’t use [[Prof:Knowledge|Knowledge]] 2 to ask about the same subject twice in a day, but they can ask about 2 different subjects.&lt;br /&gt;
&lt;br /&gt;
If you want to do the same {{gloss|ritual}} with any of the same {{gloss|participants}} on the same target for a second time that day, &#039;&#039;&#039;you need a {{gloss|ref}}.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Enhancements ===&lt;br /&gt;
Some {{gloss|rituals}} create {{gloss|enhancements}}. These are {{gloss|effects}} that you can activate with 5 seconds of {{gloss|appropriate roleplay}} in order to gain a bonus for the next or current {{gloss|encounter}}. You may activate them once, and then they are gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Self-Sacrifice and Rituals ==&lt;br /&gt;
When you harm yourself personally during a {{gloss|ritual}}, you are devoting your body to your cause or just turning all the safety features off for more power. You may take a {{gloss|wound}} and make a bead draw. On a &#039;&#039;&#039;white&#039;&#039;&#039; bead, you count as 2 {{gloss|participants}}. On a &#039;&#039;&#039;black&#039;&#039;&#039; bead, you count as 1 {{gloss|participant}}. On a &#039;&#039;&#039;red&#039;&#039;&#039; bead you take another {{gloss|wound}} and count as 1 {{gloss|participant}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is possible to use every scrap of your {{gloss|PC’s}} willpower and {{gloss|stamina}} in a {{gloss|ritual}}, leaving none to keep them thinking or breathing. Such a {{gloss|ritual}} is guaranteed to have a maximised outcome and is always fatal to the {{gloss|leader}} of the {{gloss|ritual}}. Tales of the death curses of powerful beings that sacrificed themselves this way are legendary and terrifying.&lt;br /&gt;
&lt;br /&gt;
To do this, you may inform a {{gloss|ref}}, or you may simply add 10 to the number of {{gloss|participants}}. Either way, your {{gloss|PC}} dies once the {{gloss|ritual}} ends. When doing this, you call {{call|RESIST}} to any {{call|DISRUPT}} that hits your {{gloss|PC}}.&lt;br /&gt;
&lt;br /&gt;
==Improvised Rituals==&lt;br /&gt;
It is possible to improvise new rituals, although this is risky and unreliable. Mostly, people use the known, safe Rituals. See [[Improvised Rituals|here]] for the rules for this. Improvising new {{gloss|rituals}} requires a {{gloss|ref}}.&lt;br /&gt;
&lt;br /&gt;
== Things Rituals Cannot Do ==&lt;br /&gt;
{{gloss|Rituals}} cannot:&lt;br /&gt;
* Resurrect the dead&lt;br /&gt;
* Teleport living beings or animated objects.&lt;br /&gt;
* Grant invisibility&lt;br /&gt;
* Anything that the {{gloss|refs}} can’t easily {{gloss|physrep}} given 5 minutes.&lt;br /&gt;
&lt;br /&gt;
The {{gloss|refs}} will make it clear before you start when you are trying to do the impossible, and you will get a dangerous result if you continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Things That Are Really Hard==&lt;br /&gt;
*Indirect Fire. If you can&#039;t see it, you can&#039;t directly target something painful at it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Rituals&amp;diff=1698</id>
		<title>Rituals</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Rituals&amp;diff=1698"/>
		<updated>2015-03-10T11:56:45Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{gloss|Rituals}} should consist of 60 seconds of {{gloss|appropriate roleplay}} including talking, unless otherwise noted. Some require a {{gloss|ref}}, and will say this.&lt;br /&gt;
&lt;br /&gt;
Your roleplay should fit the intent of the {{gloss|ritual}} and obvious you are trying to cause some effect. You could raise a {{gloss|revenant}} by roleplaying embalming a body with a bottle full of symbolic alchemy. You could use a [[Prof:Knowledge|Knowledge]] {{gloss|ritual}} by drawing a big, complicated spidergram of evidence. The intent of the {{gloss|ritual}} must be clear to anyone who can hear what is going on, but a {{gloss|ritual}} may be performed quietly. &lt;br /&gt;
&lt;br /&gt;
Everyone {{gloss|participating}} in a {{gloss|ritual}} spends 2 {{gloss|stamina}} to do so. More people {{gloss|participating}} makes it more likely to have a favourable outcome. Only the {{gloss|leader}} needs to have the skill. The {{gloss|leader}} controls the effect and other participants should join in with their form of roleplay to reinforce the Paradigm.&lt;br /&gt;
&lt;br /&gt;
{{gloss|Rituals}} take some effort to get it going, but a lot more effort to stop. The only reliable way to stop a {{gloss|ritual}} is for all {{gloss|participants}} to stop roleplaying, be {{gloss|dying}} or suffering from {{call|DISRUPT}}. If interrupted, you lose any {{gloss|stamina}} that went in to the {{gloss|ritual}}. &lt;br /&gt;
&lt;br /&gt;
{{gloss|Participating}} in a repeat of a successful {{gloss|ritual}} on the same {{gloss|target}} more than once a day will have unhappy consequences. So the same group can’t use [[Prof:Knowledge|Knowledge]] 2 to ask about the same subject twice in a day, but they can ask about 2 different subjects.&lt;br /&gt;
&lt;br /&gt;
If you want to do the same {{gloss|ritual}} with any of the same {{gloss|participants}} on the same target for a second time that day, &#039;&#039;&#039;you need a {{gloss|ref}}.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Enhancements ===&lt;br /&gt;
Some {{gloss|rituals}} create {{gloss|enhancements}}. These are {{gloss|effects}} that you can activate with 5 seconds of {{gloss|appropriate roleplay}} in order to gain a bonus for the next or current {{gloss|encounter}}. You may activate them once, and then they are gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Self-Sacrifice and Rituals ==&lt;br /&gt;
When you harm yourself personally during a {{gloss|ritual}}, you are devoting your body to your cause or just turning all the safety features off for more power. You may take a {{gloss|wound}} and make a bead draw. On a &#039;&#039;&#039;white&#039;&#039;&#039; bead, you count as 2 {{gloss|participants}}. On a &#039;&#039;&#039;black&#039;&#039;&#039; bead, you count as 1 {{gloss|participant}}. On a &#039;&#039;&#039;red&#039;&#039;&#039; bead you take another {{gloss|wound}} and count as 1 {{gloss|participant}}.&lt;br /&gt;
&lt;br /&gt;
It is possible to use every scrap of your {{gloss|PC’s}} willpower and {{gloss|stamina}} in a {{gloss|ritual}}, leaving none to keep them thinking or breathing. Such a {{gloss|ritual}} is guaranteed to have a maximised outcome and is always fatal to the {{gloss|leader}} of the {{gloss|ritual}}. Tales of the death curses of powerful beings that sacrificed themselves this way are legendary and terrifying. To do this, you may inform a {{gloss|ref}}, or you may simply add 10 to the number of {{gloss|participants}}. Either way, your {{gloss|PC}} dies once the {{gloss|ritual}} ends. When doing this, you call {{call|RESIST}} to any {{call|DISRUPT}} that hits your {{gloss|PC}}.&lt;br /&gt;
&lt;br /&gt;
==Improvised Rituals==&lt;br /&gt;
It is possible to improvise new rituals, although this is risky and unreliable. Mostly, people use the known, safe Rituals. See [[Improvised Rituals|here]] for the rules for this. Improvising new {{gloss|rituals}} requires a {{gloss|ref}}.&lt;br /&gt;
&lt;br /&gt;
== Things Rituals Cannot Do ==&lt;br /&gt;
{{gloss|Rituals}} cannot:&lt;br /&gt;
* Resurrect the dead&lt;br /&gt;
* Teleport living beings or animated objects.&lt;br /&gt;
* Grant invisibility&lt;br /&gt;
* Anything that the {{gloss|refs}} can’t easily {{gloss|physrep}} given 5 minutes.&lt;br /&gt;
&lt;br /&gt;
The {{gloss|refs}} will make it clear before you start when you are trying to do the impossible, and you will get a dangerous result if you continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Things That Are Really Hard==&lt;br /&gt;
*Indirect Fire. If you can&#039;t see it, you can&#039;t directly target something painful at it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Improvised_Rituals&amp;diff=1697</id>
		<title>Improvised Rituals</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Improvised_Rituals&amp;diff=1697"/>
		<updated>2015-03-10T11:55:48Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can improvise a {{gloss|ritual}} to do anything of a similar level of power to a known {{gloss|ritual}} or {{gloss|spell}}. Improvised {{Gloss|rituals}} are dangerous, and get more so the more power is involved. They will always do &#039;&#039;something&#039;&#039;, though this may not be particularly helpful. They work best if you research them in your {{gloss|downtime}}, so that the {{gloss|refs}} have time to decide on possible outcomes. You can improvise {{gloss|rituals}} to cause the same effect as a known {{gloss|ritual}}. These will need more power to be successful than if they were led by someone who knew the {{gloss|ritual}}. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Improvised Rituals are very taxing on the leader and a given PC may only lead one a day. Doing more than this is likely to be ineffective and dangerous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you perform an improvised {{gloss|ritual}}, every {{gloss|character}} involved secretly draws a bead from a bag and shows it to a {{gloss|ref}}. The {{gloss|ref}} announces the result after all beads have been drawn.&lt;br /&gt;
&lt;br /&gt;
*A &#039;&#039;&#039;White&#039;&#039;&#039; bead means they do not count as a {{gloss|participant}} in the {{gloss|ritual}}.&lt;br /&gt;
*A &#039;&#039;&#039;Black&#039;&#039;&#039; bead means they count as one {{gloss|participant}} in the {{gloss|ritual}}. &lt;br /&gt;
*A&#039;&#039;&#039; Red&#039;&#039;&#039; bead means they count as two {{gloss|participants}} and the {{gloss|ritual}} suffers a dangerous overload. All {{gloss|participants}} suffer a {{gloss|wound}}.&lt;br /&gt;
&lt;br /&gt;
There will usually be &#039;&#039;&#039;4 white, 1 red and 5 black&#039;&#039;&#039; beads in the bag, as well as a &#039;&#039;&#039;red token&#039;&#039;&#039; of a distinctive shape to allow you to deliberately pick a red.&lt;br /&gt;
If you are actively being careless {{gloss|IC}}, {{gloss|refs}} may require you to draw twice and take their choice of result. An example of this is trying to improvise a {{gloss|ritual}} that is more powerful than any your {{gloss|PC}} knows. &lt;br /&gt;
&lt;br /&gt;
Enhancements and other persistent effects from improvised or combined rituals are unstable. They are unlikely to last long and ones that push the boundaries of what is possible may unravel violently. &#039;&#039;(OC explanation: If a result turns out to be horribly overpowered or not actually possible, it will not be retconned, but will likely deactivate and Wound the owner.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summoning Strangers==&lt;br /&gt;
This is always an Improvised Ritual appropriate to the type of or specific Stranger that you are trying to summon. Strangers are not guaranteed to respond to a summons, and they tend to work better with advance planning (Because we need to kit someone up as the Stranger so that they can appear).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Combining Two Rituals You Know ==&lt;br /&gt;
You may attempt to combine the effect of a {{gloss|ritual}} with that of another {{gloss|ritual}} you know. For example [[Prof:Knowledge|Knowledge]] 2 (Subject yourself to an {{gloss|effect}} and learn about it) and [[Prof:Necromancy|Necromancy]] 1 (Reanimate corpse) might be combined to allow you to re-live a dead person’s last memories and find out how they died. Combining {{gloss|rituals}} requires the same bead draw as improvising them. However, any {{gloss|participant}} who knows one of the {{gloss|rituals}} may choose to draw a second time. If so, they must accept the result of the second draw.&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Improvised_Rituals&amp;diff=1696</id>
		<title>Improvised Rituals</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Improvised_Rituals&amp;diff=1696"/>
		<updated>2015-03-10T11:55:23Z</updated>

		<summary type="html">&lt;p&gt;Jim: Created page with &amp;quot;You can improvise a {{gloss|ritual}} to do anything of a similar level of power to a known {{gloss|ritual}} or {{gloss|spell}}. Improvised {{Gloss|rituals}} are dangerous, and...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can improvise a {{gloss|ritual}} to do anything of a similar level of power to a known {{gloss|ritual}} or {{gloss|spell}}. Improvised {{Gloss|rituals}} are dangerous, and get more so the more power is involved. They will always do *something* though this may not be particularly helpful. They work best if you research them in your {{gloss|downtime}}, so that the {{gloss|refs}} have time to decide on possible outcomes. You can improvise {{gloss|rituals}} to cause the same effect as a known {{gloss|ritual}}. These will need more power to be successful than if they were led by someone who knew the {{gloss|ritual}}. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Improvised Rituals are very taxing on the leader and a given PC may only lead one a day. Doing more than this is likely to be ineffective and dangerous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you perform an improvised {{gloss|ritual}}, every {{gloss|character}} involved secretly draws a bead from a bag and shows it to a {{gloss|ref}}. The {{gloss|ref}} announces the result after all beads have been drawn.&lt;br /&gt;
&lt;br /&gt;
*A &#039;&#039;&#039;White&#039;&#039;&#039; bead means they do not count as a {{gloss|participant}} in the {{gloss|ritual}}.&lt;br /&gt;
*A &#039;&#039;&#039;Black&#039;&#039;&#039; bead means they count as one {{gloss|participant}} in the {{gloss|ritual}}. &lt;br /&gt;
*A&#039;&#039;&#039; Red&#039;&#039;&#039; bead means they count as two {{gloss|participants}} and the {{gloss|ritual}} suffers a dangerous overload. All {{gloss|participants}} suffer a {{gloss|wound}}.&lt;br /&gt;
&lt;br /&gt;
There will usually be &#039;&#039;&#039;4 white, 1 red and 5 black&#039;&#039;&#039; beads in the bag, as well as a &#039;&#039;&#039;red token&#039;&#039;&#039; of a distinctive shape to allow you to deliberately pick a red.&lt;br /&gt;
If you are actively being careless {{gloss|IC}}, {{gloss|refs}} may require you to draw twice and take their choice of result. An example of this is trying to improvise a {{gloss|ritual}} that is more powerful than any your {{gloss|PC}} knows. &lt;br /&gt;
&lt;br /&gt;
Enhancements and other persistent effects from improvised or combined rituals are unstable. They are unlikely to last long and ones that push the boundaries of what is possible may unravel violently. &#039;&#039;(OC explanation: If a result turns out to be horribly overpowered or not actually possible, it will not be retconned, but will likely deactivate and Wound the owner.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summoning Strangers==&lt;br /&gt;
This is always an Improvised Ritual appropriate to the type of or specific Stranger that you are trying to summon. Strangers are not guaranteed to respond to a summons, and they tend to work better with advance planning (Because we need to kit someone up as the Stranger so that they can appear).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Combining Two Rituals You Know ==&lt;br /&gt;
You may attempt to combine the effect of a {{gloss|ritual}} with that of another {{gloss|ritual}} you know. For example [[Prof:Knowledge|Knowledge]] 2 (Subject yourself to an {{gloss|effect}} and learn about it) and [[Prof:Necromancy|Necromancy]] 1 (Reanimate corpse) might be combined to allow you to re-live a dead person’s last memories and find out how they died. Combining {{gloss|rituals}} requires the same bead draw as improvising them. However, any {{gloss|participant}} who knows one of the {{gloss|rituals}} may choose to draw a second time. If so, they must accept the result of the second draw.&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Rituals&amp;diff=1695</id>
		<title>Rituals</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Rituals&amp;diff=1695"/>
		<updated>2015-03-10T11:55:05Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{gloss|Rituals}} should consist of 60 seconds of {{gloss|appropriate roleplay}} including talking, unless otherwise noted. Some require a {{gloss|ref}}, and will say this.&lt;br /&gt;
&lt;br /&gt;
{{Gloss|Appropriate roleplay}} is not necessarily shouting about magic for a minute, but it must be appropriate to the intent of the {{gloss|ritual}} and obvious you are trying to cause some effect. You could raise a {{gloss|revenant}} by roleplaying embalming a body with a bottle full of symbolic alchemy. You could use a [[Prof:Knowledge|Knowledge]] {{gloss|ritual}} by drawing a big, complicated spidergram of evidence. The intent of the {{gloss|ritual}} must be clear to anyone who can hear what is going on, but a {{gloss|ritual}} may be performed quietly. &lt;br /&gt;
&lt;br /&gt;
Everyone {{gloss|participating}} in a {{gloss|ritual}} spends 2 {{gloss|stamina}} to do so. More people {{gloss|participating}} makes it more likely to have a favourable outcome. Only the {{gloss|leader}} needs to have the skill. The {{gloss|leader}} controls the effect and other participants should join in with their form of roleplay to reinforce the Paradigm.&lt;br /&gt;
&lt;br /&gt;
{{gloss|Rituals}} take some effort to get it going, but a lot more effort to stop. The only reliable way to stop a {{gloss|ritual}} is for all {{gloss|participants}} to stop roleplaying, be {{gloss|dying}} or suffering from {{call|DISRUPT}}. If interrupted, you lose any {{gloss|stamina}} that went in to the {{gloss|ritual}}. &lt;br /&gt;
&lt;br /&gt;
{{gloss|Participating}} in a repeat of a successful {{gloss|ritual}} on the same {{gloss|target}} more than once a day will have unhappy consequences. So the same group can’t use [[Prof:Knowledge|Knowledge]] 2 to ask about the same subject twice in a day, but they can ask about 2 different subjects.&lt;br /&gt;
&lt;br /&gt;
If you want to do the same {{gloss|ritual}} with any of the same {{gloss|participants}} on the same target for a second time that day, &#039;&#039;&#039;you need a {{gloss|ref}}.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Enhancements ===&lt;br /&gt;
Some {{gloss|rituals}} create {{gloss|enhancements}}. These are {{gloss|effects}} that you can activate with 5 seconds of {{gloss|appropriate roleplay}} in order to gain a bonus for the next or current {{gloss|encounter}}. You may activate them once, and then they are gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Self-Sacrifice and Rituals ==&lt;br /&gt;
When you harm yourself personally during a {{gloss|ritual}}, you are devoting your body to your cause or just turning all the safety features off for more power. You may take a {{gloss|wound}} and make a bead draw. On a &#039;&#039;&#039;white&#039;&#039;&#039; bead, you count as 2 {{gloss|participants}}. On a &#039;&#039;&#039;black&#039;&#039;&#039; bead, you count as 1 {{gloss|participant}}. On a &#039;&#039;&#039;red&#039;&#039;&#039; bead you take another {{gloss|wound}} and count as 1 {{gloss|participant}}.&lt;br /&gt;
&lt;br /&gt;
It is possible to use every scrap of your {{gloss|PC’s}} willpower and {{gloss|stamina}} in a {{gloss|ritual}}, leaving none to keep them thinking or breathing. Such a {{gloss|ritual}} is guaranteed to have a maximised outcome and is always fatal to the {{gloss|leader}} of the {{gloss|ritual}}. Tales of the death curses of powerful beings that sacrificed themselves this way are legendary and terrifying. To do this, you may inform a {{gloss|ref}}, or you may simply add 10 to the number of {{gloss|participants}}. Either way, your {{gloss|PC}} dies once the {{gloss|ritual}} ends. When doing this, you call {{call|RESIST}} to any {{call|DISRUPT}} that hits your {{gloss|PC}}.&lt;br /&gt;
&lt;br /&gt;
==Improvised Rituals==&lt;br /&gt;
It is possible to improvise new rituals, although this is risky and unreliable. Mostly, people use the known, safe Rituals. See [[Improvised Rituals|here]] for the rules for this. Improvising new {{gloss|rituals}} requires a {{gloss|ref}}.&lt;br /&gt;
&lt;br /&gt;
== Things Rituals Cannot Do ==&lt;br /&gt;
{{gloss|Rituals}} cannot:&lt;br /&gt;
* Resurrect the dead&lt;br /&gt;
* Teleport living beings or animated objects.&lt;br /&gt;
* Grant invisibility&lt;br /&gt;
* Anything that the {{gloss|refs}} can’t easily {{gloss|physrep}} given 5 minutes.&lt;br /&gt;
&lt;br /&gt;
The {{gloss|refs}} will make it clear before you start when you are trying to do the impossible, and you will get a dangerous result if you continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Things That Are Really Hard==&lt;br /&gt;
*Indirect Fire. If you can&#039;t see it, you can&#039;t directly target something painful at it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Rituals&amp;diff=1694</id>
		<title>Rituals</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Rituals&amp;diff=1694"/>
		<updated>2015-03-10T11:53:12Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{gloss|Rituals}} should consist of 60 seconds of {{gloss|appropriate roleplay}} including talking, unless otherwise noted. &lt;br /&gt;
&lt;br /&gt;
Improvising new {{gloss|rituals}} requires a {{gloss|ref}}. If you are trying to get more than the basic effect by putting in more {{gloss|stamina}}, you require a {{gloss|ref}}. &lt;br /&gt;
&lt;br /&gt;
{{Gloss|Appropriate roleplay}} is not necessarily shouting about magic for a minute, but it must be appropriate to the intent of the {{gloss|ritual}} and obvious you are trying to cause some effect. You could raise a {{gloss|revenant}} by roleplaying embalming a body with a bottle full of symbolic alchemy. You could use a [[Prof:Knowledge|Knowledge]] {{gloss|ritual}} by drawing a big, complicated spidergram of evidence. The intent of the {{gloss|ritual}} must be clear to anyone who can hear what is going on, but a {{gloss|ritual}} may be performed quietly. &lt;br /&gt;
&lt;br /&gt;
Everyone {{gloss|participating}} in a {{gloss|ritual}} spends 2 {{gloss|stamina}} to do so. More people {{gloss|participating}} makes it more likely to have a favourable outcome. Only the {{gloss|leader}} needs to have the skill. The {{gloss|leader}} controls the effect and other participants should join in with their form of roleplay to reinforce the Paradigm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gloss|Rituals}} take some effort to get it going, but a lot more effort to stop. The only reliable way to stop a {{gloss|ritual}} is for all {{gloss|participants}} to stop roleplaying, be {{gloss|dying}} or suffering from {{call|DISRUPT}}. If interrupted, you lose any {{gloss|stamina}} that went in to the {{gloss|ritual}}. &lt;br /&gt;
&lt;br /&gt;
{{gloss|Participating}} in a repeat of a successful {{gloss|ritual}} on the same {{gloss|target}} more than once a day will have unhappy consequences. So the same group can’t use [[Prof:Knowledge|Knowledge]] 2 to ask about the same subject twice in a day, but they can ask about 2 different subjects.&lt;br /&gt;
&lt;br /&gt;
If you want to do the same {{gloss|ritual}} with any of the same {{gloss|participants}} on the same target for a second time that day, &#039;&#039;&#039;you need a {{gloss|ref}}.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Enhancements ===&lt;br /&gt;
Some {{gloss|rituals}} create {{gloss|enhancements}}. These are {{gloss|effects}} that you can activate with 5 seconds of {{gloss|appropriate roleplay}} in order to gain a bonus for the next or current {{gloss|encounter}}. You may activate them once, and then they are gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Self-Sacrifice and Rituals ==&lt;br /&gt;
When you harm yourself personally during a {{gloss|ritual}}, you are devoting your body to your cause or just turning all the safety features off for more power. You may take a {{gloss|wound}} and make a bead draw. On a &#039;&#039;&#039;white&#039;&#039;&#039; bead, you count as 2 {{gloss|participants}}. On a &#039;&#039;&#039;black&#039;&#039;&#039; bead, you count as 1 {{gloss|participant}}. On a &#039;&#039;&#039;red&#039;&#039;&#039; bead you take another {{gloss|wound}} and count as 1 {{gloss|participant}}.&lt;br /&gt;
&lt;br /&gt;
It is possible to use every scrap of your {{gloss|PC’s}} willpower and {{gloss|stamina}} in a {{gloss|ritual}}, leaving none to keep them thinking or breathing. Such a {{gloss|ritual}} is guaranteed to have a maximised outcome and is always fatal to the {{gloss|leader}} of the {{gloss|ritual}}. Tales of the death curses of powerful beings that sacrificed themselves this way are legendary and terrifying. To do this, you may inform a {{gloss|ref}}, or you may simply add 10 to the number of {{gloss|participants}}. Either way, your {{gloss|PC}} dies once the {{gloss|ritual}} ends. When doing this, you call {{call|RESIST}} to any {{call|DISRUPT}} that hits your {{gloss|PC}}.&lt;br /&gt;
&lt;br /&gt;
==Improvised Rituals==&lt;br /&gt;
It is possible to improvise new rituals, although this is risky and unreliable. Mostly, people use the known, safe Rituals. See [[Improvised Rituals|here]] for the rules for this.&lt;br /&gt;
&lt;br /&gt;
== Things Rituals Cannot Do ==&lt;br /&gt;
{{gloss|Rituals}} cannot:&lt;br /&gt;
* Resurrect the dead&lt;br /&gt;
* Teleport living beings or animated objects.&lt;br /&gt;
* Grant invisibility&lt;br /&gt;
* Anything that the {{gloss|refs}} can’t easily {{gloss|physrep}} given 5 minutes.&lt;br /&gt;
&lt;br /&gt;
The {{gloss|refs}} will make it clear before you start when you are trying to do the impossible, and you will get a dangerous result if you continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Things That Are Really Hard==&lt;br /&gt;
*Indirect Fire. If you can&#039;t see it, you can&#039;t directly target something painful at it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Rituals&amp;diff=1693</id>
		<title>Rituals</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Rituals&amp;diff=1693"/>
		<updated>2015-03-10T11:51:43Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{gloss|Rituals}} should consist of 60 seconds of {{gloss|appropriate roleplay}} including talking, unless otherwise noted. &lt;br /&gt;
&lt;br /&gt;
Improvising new {{gloss|rituals}} requires a {{gloss|ref}}. If you are trying to get more than the basic effect by putting in more {{gloss|stamina}}, you require a {{gloss|ref}}. {{Gloss|Appropriate roleplay}} is not necessarily shouting about magic for a minute, but it must be appropriate to the intent of the {{gloss|ritual}} and obvious you are trying to cause some effect. You could raise a {{gloss|revenant}} by roleplaying embalming a body with a bottle full of symbolic alchemy. You could use a [[Prof:Knowledge|Knowledge]] {{gloss|ritual}} by drawing a big, complicated spidergram of evidence. The intent of the {{gloss|ritual}} must be clear to anyone who can hear what is going on, but a {{gloss|ritual}} may be performed quietly. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everyone {{gloss|participating}} in a {{gloss|ritual}} spends 2 {{gloss|stamina}} to do so. More people {{gloss|participating}} makes it more likely to have a favourable outcome. Only the {{gloss|leader}} needs to have the skill. The {{gloss|leader}} controls the effect and other participants should join in with their form of roleplay to reinforce the Paradigm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gloss|Rituals}} are not fancy unstable magical twiddling that is easily interrupted. They are more like pushing a rock downhill. It takes some effort to get it going, but when it’s rolling, it takes a lot more effort to make it stop. The only reliable way to stop a {{gloss|ritual}} is for all {{gloss|participants}} to stop roleplaying, be {{gloss|dying}} or suffering from {{call|DISRUPT}}. If interrupted, you lose any {{gloss|stamina}} that went in to the {{gloss|ritual}}. &lt;br /&gt;
&lt;br /&gt;
{{gloss|Participating}} in a repeat of a successful {{gloss|ritual}} on the same {{gloss|target}} more than once a day will have unhappy consequences. So the same group can’t use [[Prof:Knowledge|Knowledge]] 2 to ask about the same subject twice in a day, but they can ask about 2 different subjects.&lt;br /&gt;
&lt;br /&gt;
If you want to do the same {{gloss|ritual}} with any of the same {{gloss|participants}} on the same target for a second time that day, &#039;&#039;&#039;you need a {{gloss|ref}}.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Enhancements ===&lt;br /&gt;
&lt;br /&gt;
Some {{gloss|rituals}} create {{gloss|enhancements}}. These are {{gloss|effects}} that you can activate with 5 seconds of {{gloss|appropriate roleplay}} in order to gain a bonus for the next or current {{gloss|encounter}}. You may activate them once, and then they are gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Self-Sacrifice and Rituals ==&lt;br /&gt;
When you harm yourself personally during a {{gloss|ritual}}, you are devoting your body to your cause or just turning all the safety features off for more power. You may take a {{gloss|wound}} and make a bead draw. On a &#039;&#039;&#039;white&#039;&#039;&#039; bead, you count as 2 {{gloss|participants}}. On a &#039;&#039;&#039;black&#039;&#039;&#039; bead, you count as 1 {{gloss|participant}}. On a &#039;&#039;&#039;red&#039;&#039;&#039; bead you take another {{gloss|wound}} and count as 1 {{gloss|participant}}.&lt;br /&gt;
&lt;br /&gt;
It is possible to use every scrap of your {{gloss|PC’s}} willpower and {{gloss|stamina}} in a {{gloss|ritual}}, leaving none to keep them thinking or breathing. Such a {{gloss|ritual}} is guaranteed to have a maximised outcome and is always fatal to the {{gloss|leader}} of the {{gloss|ritual}}. Tales of the death curses of powerful beings that sacrificed themselves this way are legendary and terrifying. To do this, you may inform a {{gloss|ref}}, or you may simply add 10 to the number of {{gloss|participants}}. Either way, your {{gloss|PC}} dies once the {{gloss|ritual}} ends. When doing this, you call {{call|RESIST}} to any {{call|DISRUPT}} that hits your {{gloss|PC}}.&lt;br /&gt;
&lt;br /&gt;
==Improvised Rituals==&lt;br /&gt;
It is possible to improvise new rituals, although this is risky and unreliable. Mostly, people use the known, safe Rituals. See [[Improvised Rituals|here]] for the rules for this.&lt;br /&gt;
&lt;br /&gt;
== Things Rituals Cannot Do ==&lt;br /&gt;
{{gloss|Rituals}} cannot:&lt;br /&gt;
* Resurrect the dead&lt;br /&gt;
* Teleport living beings or animated objects.&lt;br /&gt;
* Grant invisibility&lt;br /&gt;
* Anything that the {{gloss|refs}} can’t easily {{gloss|physrep}} given 5 minutes.&lt;br /&gt;
&lt;br /&gt;
The {{gloss|refs}} will make it clear before you start when you are trying to do the impossible, and you will get a dangerous result if you continue.&lt;br /&gt;
&lt;br /&gt;
== Things That Are Really Hard==&lt;br /&gt;
*Indirect Fire. If you can&#039;t see it, you can&#039;t directly target something painful at it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Rituals&amp;diff=1692</id>
		<title>Rituals</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Rituals&amp;diff=1692"/>
		<updated>2015-03-10T11:50:57Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{gloss|Rituals}} should consist of 60 seconds of {{gloss|appropriate roleplay}} including talking, unless otherwise noted. &lt;br /&gt;
&lt;br /&gt;
Improvising new {{gloss|rituals}} requires a {{gloss|ref}}. If you are trying to get more than the basic effect by putting in more {{gloss|stamina}}, you require a {{gloss|ref}}. {{Gloss|Appropriate roleplay}} is not necessarily shouting about magic for a minute, but it must be appropriate to the intent of the {{gloss|ritual}} and obvious you are trying to cause some effect. You could raise a {{gloss|revenant}} by roleplaying embalming a body with a bottle full of symbolic alchemy. You could use a [[Prof:Knowledge|Knowledge]] {{gloss|ritual}} by drawing a big, complicated spidergram of evidence. The intent of the {{gloss|ritual}} must be clear to anyone who can hear what is going on, but a {{gloss|ritual}} may be performed quietly. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everyone {{gloss|participating}} in a {{gloss|ritual}} spends 2 {{gloss|stamina}} to do so. More people {{gloss|participating}} makes it more likely to have a favourable outcome. Only the {{gloss|leader}} needs to have the skill. The {{gloss|leader}} controls the effect and other participants should join in with their form of roleplay to reinforce the Paradigm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gloss|Rituals}} are not fancy unstable magical twiddling that is easily interrupted. They are more like pushing a rock downhill. It takes some effort to get it going, but when it’s rolling, it takes a lot more effort to make it stop. The only reliable way to stop a {{gloss|ritual}} is for all {{gloss|participants}} to stop roleplaying, be {{gloss|dying}} or suffering from {{call|DISRUPT}}. If interrupted, you lose any {{gloss|stamina}} that went in to the {{gloss|ritual}}. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gloss|Participating}} in a repeat of a successful {{gloss|ritual}} on the same {{gloss|target}} more than once a day will have unhappy consequences. So the same group can’t use [[Prof:Knowledge|Knowledge]] 2 to ask about the same subject twice in a day, but they can ask about 2 different subjects.&lt;br /&gt;
&lt;br /&gt;
If you want to do the same {{gloss|ritual}} with any of the same {{gloss|participants}} on the same target for a second time that day, &#039;&#039;&#039;you need a {{gloss|ref}}.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Enhancements ===&lt;br /&gt;
&lt;br /&gt;
Some {{gloss|rituals}} create {{gloss|enhancements}}. These are {{gloss|effects}} that you can activate with 5 seconds of {{gloss|appropriate roleplay}} in order to gain a bonus for the next or current {{gloss|encounter}}. You may activate them once, and then they are gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Self-Sacrifice and Rituals ==&lt;br /&gt;
&lt;br /&gt;
When you harm yourself personally during a {{gloss|ritual}}, you are devoting your body to your cause or just turning all the safety features off for more power. You may take a {{gloss|wound}} and make a bead draw. On a &#039;&#039;&#039;white&#039;&#039;&#039; bead, you count as 2 {{gloss|participants}}. On a &#039;&#039;&#039;black&#039;&#039;&#039; bead, you count as 1 {{gloss|participant}}. On a &#039;&#039;&#039;red&#039;&#039;&#039; bead you take another {{gloss|wound}} and count as 1 {{gloss|participant}}.&lt;br /&gt;
&lt;br /&gt;
It is possible to use every scrap of your {{gloss|PC’s}} willpower and {{gloss|stamina}} in a {{gloss|ritual}}, leaving none to keep them thinking or breathing. Such a {{gloss|ritual}} is guaranteed to have a maximised outcome and is always fatal to the {{gloss|leader}} of the {{gloss|ritual}}. Tales of the death curses of powerful beings that sacrificed themselves this way are legendary and terrifying. To do this, you may inform a {{gloss|ref}}, or you may simply add 10 to the number of {{gloss|participants}}. Either way, your {{gloss|PC}} dies once the {{gloss|ritual}} ends. When doing this, you call {{call|RESIST}} to any {{call|DISRUPT}} that hits your {{gloss|PC}}.&lt;br /&gt;
&lt;br /&gt;
==Improvised Rituals==&lt;br /&gt;
It is possible to improvise new rituals, although this is risky and unreliable. Mostly, people use the known, safe Rituals. See [[Improvised Rituals|here]] for the rules for this.&lt;br /&gt;
&lt;br /&gt;
== Things Rituals Cannot Do ==&lt;br /&gt;
{{gloss|Rituals}} cannot:&lt;br /&gt;
* Resurrect the dead&lt;br /&gt;
* Teleport living beings or animated objects.&lt;br /&gt;
* Grant invisibility&lt;br /&gt;
* Anything that the {{gloss|refs}} can’t easily {{gloss|physrep}} given 5 minutes.&lt;br /&gt;
&lt;br /&gt;
The {{gloss|refs}} will make it clear before you start when you are trying to do the impossible, and you will get a dangerous result if you continue.&lt;br /&gt;
&lt;br /&gt;
== Things That Are Really Hard==&lt;br /&gt;
*Indirect Fire. If you can&#039;t see it, you can&#039;t directly target something painful at it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=General_Rules&amp;diff=1691</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=1691"/>
		<updated>2015-03-10T11:46:08Z</updated>

		<summary type="html">&lt;p&gt;Jim: /* 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 when they are damaged. Hits 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 [[Magical Items|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;
== Basic Combat Rules ==&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;
*Other calls tend to come from [[Spells and Strikes|Spells]] that affect you at a distance and [[Spells and Strikes|Strikes]] delivered by a melee blow. These will have a [[Calls|Call]] attached to tell you what happens.&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 character 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 an arrow, it applies the damage call {{call|TRIPLE}} {{call|CRUSH}} {{call|STRIKEDOWN}} to the location it hits.&lt;br /&gt;
&lt;br /&gt;
*You must be familiar with the [[Safety]] rules and take care that your blows are controlled. In particular, be careful when aiming for the head and do not aim for an opponent&#039;s face.&lt;br /&gt;
&lt;br /&gt;
*You may make a maximum of one call (this includes an implied SINGLE) per second against a given opponent. If a single opponent strikes you more than once a second you take only one of these blows. This does not prevent you taking multiple calls from multiple opponents simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
* A player character that has spent no experience has the following properties:&lt;br /&gt;
** They have 3 global {{gloss|hits}}&lt;br /&gt;
** They may gain 2 {{gloss|hits}} by wearing [[Armour|armour]] that covers their torso&lt;br /&gt;
** They have 0 {{gloss|stamina}}&lt;br /&gt;
** They earn 32 {{gloss|Ducatto}} per week.&lt;br /&gt;
&lt;br /&gt;
They also have access to the following two {{gloss|abilities}}:&lt;br /&gt;
&lt;br /&gt;
{{Ability|First Aid|&lt;br /&gt;
{{gloss|Factions}} like their agents to have at least a bit of first aid training. You can pause another character’s {{gloss|bleed count}} by placing both hands on them. If neither of you are disturbed for 60 seconds, you may call {{call|CURE}} 1 on the {{gloss|dying}} character.&lt;br /&gt;
&lt;br /&gt;
Anyone can ask after a few seconds investigation, “OC: Have you lost Hits?” and get a truthful answer.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Catch Breath|&lt;br /&gt;
If you are not in a {{gloss|stressful situation}} you can spend 60 seconds to cure any locations ruined by {{call|CRUSH}} and restore all {{gloss|hits}}, but you will take a {{gloss|wound}} from pushing yourself too far. It should be obvious to everyone that you are regaining your abilities, either because you are fixing your armour, bent over double breathing hard or meditating. You can not shout or run whilst doing this, although you may talk normally.}}&lt;br /&gt;
&lt;br /&gt;
== Dying ==&lt;br /&gt;
&lt;br /&gt;
If your character reaches 0 {{gloss|hits}}, you should fall to the floor. Your character is now {{gloss|dying}}.&lt;br /&gt;
&lt;br /&gt;
A {{gloss|dying}} character who receives a {{call|CURE}} call ceases to be {{gloss|dying}}, as they regain hits.&lt;br /&gt;
&lt;br /&gt;
Someone who is {{gloss|dying}} can neither move under their own power nor take any IC action except talking. A {{gloss|dying}} character cannot resist any action taken on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Terminal ===&lt;br /&gt;
&lt;br /&gt;
After spending 120 seconds {{gloss|dying}}, a {{gloss|character}} becomes {{gloss|terminal}}. They cannot be saved by any means, and the {{gloss|player}} may choose when the {{gloss|character}} dies. A {{Gloss|character}} may only remain {{gloss|terminal}} until the end of the next {{gloss|interactive}}. While {{gloss|terminal}} a {{gloss|character}} should roleplay being mortally wounded.&lt;br /&gt;
&lt;br /&gt;
A {{gloss|terminal}} character who receives a {{call|CURE}} call is able to walk but is otherwise treated as {{gloss|dying}}. If they take any damage, they should fall over until they receive another {{call|CURE}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Executions and Wounding ===&lt;br /&gt;
&lt;br /&gt;
Someone who is not actively resisting can be {{gloss|executed}} with 10 seconds spent roleplaying delivering an obvious deathblow to the target with a weapon. Call {{gloss|EXECUTE}}.&lt;br /&gt;
&lt;br /&gt;
Someone who is not actively resisting can be given a {{gloss|wound}} instead of completely being executed. This takes 10 seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
&lt;br /&gt;
If your PC becomes {{gloss|dying}}, either a {{gloss|ref}} will come over to you or you should remind a {{gloss|ref}} at the end of the {{gloss|encounter}}. You will then receive an appropriate {{gloss|wound card}} with 8 levels of {{gloss|wounds}} on it. Your PC has the the first level of {{gloss|wound}} on the card, and each subsequent time they become {{gloss|dying}}, they go up a level.&lt;br /&gt;
&lt;br /&gt;
PCs may also receive {{gloss|wound}}s  at {{gloss|ref}} discretion. Refs may also hand out extra levels of {{gloss|wound}}s that have their own cards. For example, your PC is attacked by a poisonous monster. You gain a card with a specific extra {{gloss|wound}} of &amp;quot;POISONED: Lose 1 Maximum Hit&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A character&#039;s {{gloss|wounds}} heal naturally over time, and a {{gloss|PC}} loses 2 levels of {{gloss|wounds}} at the end of each {{gloss|interactive}}, regardless of whether they were played or not. &lt;br /&gt;
&lt;br /&gt;
{{gloss|Wounds}} may by physical or mental, this has no effect on the {{gloss|skill needed}} to treat them, it is always the Healing {{gloss|skill}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a Character ==&lt;br /&gt;
&lt;br /&gt;
To create a character you must decide on the following 3 things:&lt;br /&gt;
&lt;br /&gt;
#A faction membership&lt;br /&gt;
#A background&lt;br /&gt;
#A list of {{gloss|skills}}&lt;br /&gt;
&lt;br /&gt;
For a description of the mechanics of creating a character see [[Character_Creation_Mechanics|Character Creation Mechanics]].&lt;br /&gt;
&lt;br /&gt;
Conversely, for a more in-depth look at the process behind taking a character concept and developing it into a fully fledged character see [[How_to_Create_a_Character|How to Create a Character]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== More Reading ==&lt;br /&gt;
*[[Skills]]&lt;br /&gt;
* [[Armour|Armour]]&lt;br /&gt;
* [[Spells_and_Strikes|Spells and Strikes]]&lt;br /&gt;
* [[Magical_Items|Magical Items]]&lt;br /&gt;
* [[Rituals|Rituals]]&lt;br /&gt;
* [[Revenant|Revenant]]&lt;br /&gt;
* [[Disguises]]&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Rituals&amp;diff=1690</id>
		<title>Rituals</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Rituals&amp;diff=1690"/>
		<updated>2015-03-10T11:44:01Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{gloss|Rituals}} should consist of 60 seconds of {{gloss|appropriate roleplay}} including talking, unless otherwise noted. &lt;br /&gt;
&lt;br /&gt;
Improvising new {{gloss|rituals}} requires a {{gloss|ref}}. If you are trying to get more than the basic effect by putting in more {{gloss|stamina}}, you require a {{gloss|ref}}. {{Gloss|Appropriate roleplay}} is not necessarily shouting about magic for a minute, but it must be appropriate to the intent of the {{gloss|ritual}} and obvious you are trying to cause some effect. You could raise a {{gloss|revenant}} by roleplaying embalming a body with a bottle full of symbolic alchemy. You could use a [[Prof:Knowledge|Knowledge]] {{gloss|ritual}} by drawing a big, complicated spidergram of evidence. The intent of the {{gloss|ritual}} must be clear to anyone who can hear what is going on, but a {{gloss|ritual}} may be performed quietly. &lt;br /&gt;
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Everyone {{gloss|participating}} in a {{gloss|ritual}} spends 2 {{gloss|stamina}} to do so. More people {{gloss|participating}} makes it more likely to have a favourable outcome. Only the {{gloss|leader}} needs to have the skill. The {{gloss|leader}} 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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{{gloss|Rituals}} are not fancy unstable magical twiddling that is easily interrupted. They are more like pushing a rock downhill. It takes some effort to get it going, but when it’s rolling, it takes a lot more effort to make it stop. The only reliable way to stop a {{gloss|ritual}} is for all {{gloss|participants}} to stop roleplaying, be {{gloss|dying}} or suffering from {{call|DISRUPT}}. If interrupted, you lose any {{gloss|stamina}} that went in to the {{gloss|ritual}}. &lt;br /&gt;
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{{gloss|Participating}} in a repeat of a successful {{gloss|ritual}} on the same {{gloss|target}} more than once a day will have unhappy consequences. So the same group can’t use [[Prof:Knowledge|Knowledge]] 2 to ask about the same subject twice in a day, but they can ask about 2 different subjects.&lt;br /&gt;
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If you want to do the same {{gloss|ritual}} with any of the same {{gloss|participants}} on the same target for a second time that day, &#039;&#039;&#039;you need a {{gloss|ref}}.&#039;&#039;&#039;&lt;br /&gt;
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=== Enhancements ===&lt;br /&gt;
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Some {{gloss|rituals}} create {{gloss|enhancements}}. These are {{gloss|effects}} that you can activate with 5 seconds of {{gloss|appropriate roleplay}} in order to gain a bonus for the next or current {{gloss|encounter}}. You may activate them once, and then they are gone.&lt;br /&gt;
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== Improvised Rituals ==&lt;br /&gt;
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You can improvise a {{gloss|ritual}} to do anything of a similar level of power to a known {{gloss|ritual}} or {{gloss|spell}}. Improvised {{Gloss|rituals}} are dangerous, and get more so the more power is involved. They will always do *something* though this may not be particularly helpful. They work best if you research them in your {{gloss|downtime}}, so that the {{gloss|refs}} have time to decide on possible outcomes. You can improvise {{gloss|rituals}} to cause the same effect as a known {{gloss|ritual}}. These will need more power to be successful than if they were led by someone who knew the {{gloss|ritual}}. &lt;br /&gt;
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Improvised Rituals are very taxing on the leader and a given PC may only lead one a day. Doing more than this is likely to be ineffective and dangerous.&lt;br /&gt;
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If you perform an improvised {{gloss|ritual}}, every {{gloss|character}} involved secretly draws a bead from a bag and shows it to a {{gloss|ref}}. The {{gloss|ref}} announces the result after all beads have been drawn.&lt;br /&gt;
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*A &#039;&#039;&#039;White&#039;&#039;&#039; bead means they do not count as a {{gloss|participant}} in the {{gloss|ritual}}.&lt;br /&gt;
*A &#039;&#039;&#039;Black&#039;&#039;&#039; bead means they count as one {{gloss|participant}} in the {{gloss|ritual}}. &lt;br /&gt;
*A&#039;&#039;&#039; Red&#039;&#039;&#039; bead means they count as two {{gloss|participants}} and the {{gloss|ritual}} suffers a dangerous overload. All {{gloss|participants}} suffer a {{gloss|wound}}.&lt;br /&gt;
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There will usually be &#039;&#039;&#039;4 white, 1 red and 5 black&#039;&#039;&#039; beads in the bag, as well as a &#039;&#039;&#039;red token&#039;&#039;&#039; of a distinctive shape to allow you to deliberately pick a red.&lt;br /&gt;
If you are actively being careless {{gloss|IC}}, {{gloss|refs}} may require you to draw twice and take their choice of result. An example of this is trying to improvise a {{gloss|ritual}} that is more powerful than any your {{gloss|PC}} knows. &lt;br /&gt;
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Enhancements and other persistent effects from improvised or combined rituals are unstable. They are unlikely to last long and ones that push the boundaries of what is possible may unravel violently. &#039;&#039;(OC explanation: If a result turns out to be horribly overpowered or not actually possible, it will not be retconned, but will likely deactivate and Wound the owner.)&#039;&#039;&lt;br /&gt;
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===Summoning Strangers===&lt;br /&gt;
This is always an Improvised Ritual appropriate to the type of or specific Stranger that you are trying to summon. Strangers are not guaranteed to respond to a summons, and they tend to work better with advance planning (Because we need to kit someone up as the Stranger so that they can appear).&lt;br /&gt;
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=== Combining Two Rituals You Know ===&lt;br /&gt;
You may attempt to combine the effect of a {{gloss|ritual}} with that of another {{gloss|ritual}} you know. For example [[Prof:Knowledge|Knowledge]] 2 (Subject yourself to an {{gloss|effect}} and learn about it) and [[Prof:Necromancy|Necromancy]] 1 (Reanimate corpse) might be combined to allow you to re-live a dead person’s last memories and find out how they died. Combining {{gloss|rituals}} requires the same bead draw as improvising them. However, any {{gloss|participant}} who knows one of the {{gloss|rituals}} may choose to draw a second time. If so, they must accept the result of the second draw.&lt;br /&gt;
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== Self-Sacrifice and Rituals ==&lt;br /&gt;
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When you harm yourself personally during a {{gloss|ritual}}, you are devoting your body to your cause or just turning all the safety features off for more power. You may take a {{gloss|wound}} and make a bead draw. On a &#039;&#039;&#039;white&#039;&#039;&#039; bead, you count as 2 {{gloss|participants}}. On a &#039;&#039;&#039;black&#039;&#039;&#039; bead, you count as 1 {{gloss|participant}}. On a &#039;&#039;&#039;red&#039;&#039;&#039; bead you take another {{gloss|wound}} and count as 1 {{gloss|participant}}.&lt;br /&gt;
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It is possible to use every scrap of your {{gloss|PC’s}} willpower and {{gloss|stamina}} in a {{gloss|ritual}}, leaving none to keep them thinking or breathing. Such a {{gloss|ritual}} is guaranteed to have a maximised outcome and is always fatal to the {{gloss|leader}} of the {{gloss|ritual}}. Tales of the death curses of powerful beings that sacrificed themselves this way are legendary and terrifying. To do this, you may inform a {{gloss|ref}}, or you may simply add 10 to the number of {{gloss|participants}}. Either way, your {{gloss|PC}} dies once the {{gloss|ritual}} ends. When doing this, you call {{call|RESIST}} to any {{call|DISRUPT}} that hits your {{gloss|PC}}.&lt;br /&gt;
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== Things Rituals Cannot Do ==&lt;br /&gt;
{{gloss|Rituals}} cannot:&lt;br /&gt;
* Resurrect the dead&lt;br /&gt;
* Teleport living beings or animated objects.&lt;br /&gt;
* Grant invisibility&lt;br /&gt;
* Anything that the {{gloss|refs}} can’t easily {{gloss|physrep}} given 5 minutes.&lt;br /&gt;
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The {{gloss|refs}} will make it clear before you start when you are trying to do the impossible, and you will get a dangerous result if you continue.&lt;br /&gt;
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== Things That Are Really Hard==&lt;br /&gt;
*Indirect Fire. If you can&#039;t see it, you can&#039;t directly target something painful at it.&lt;br /&gt;
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[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
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