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	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Calls&amp;diff=1288</id>
		<title>Calls</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Calls&amp;diff=1288"/>
		<updated>2014-10-09T19:37:25Z</updated>

		<summary type="html">&lt;p&gt;Pewterfish: /* IC Calls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A “Call” is an {{gloss|OC}} word or phrase used to describe the in-game effect of an action.&lt;br /&gt;
&lt;br /&gt;
You do not hear them {{gloss|IC}}.&lt;br /&gt;
&lt;br /&gt;
You may make a maximum of one call per second. &lt;br /&gt;
&lt;br /&gt;
== OC Calls ==&lt;br /&gt;
{{gloss|OC}} calls are used to tell the players (not the characters) what is going on, and in cases of emergency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== STOP THE GAME ====&lt;br /&gt;
The most important call in LARP. STOP THE GAME means there has been an real-life injury, someone has lost their glasses or there has been another {{gloss|OC}} emergency. Anyone may call STOP THE GAME and should do so if needed. As soon as STOP THE GAME is called, the action suspends entirely, everyone should stop moving, and appropriate action is taken. Repeat the call to anyone who has not noticed. Once the emergency is over, if the game is to continue then people are asked to return to where they were when STOP THE GAME was called and TIME IN restarts the action. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== MAN DOWN ====&lt;br /&gt;
This means exactly the same as STOP THE GAME. It is included here as an alternative because it is in common usage in many systems, so people may call this instead of STOP THE GAME. STOP THE GAME is preferred where possible because we&#039;re not all men.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TOO HARD ====&lt;br /&gt;
Call this if you&#039;ve been hit too hard by somebody. Anybody can make a mistake so try and be polite if it happens and use this call rather than a string of abuse! If it&#039;s happening a lot, speak to a ref. If somebody says &#039;Ow&#039; and acts in pain but doesn&#039;t say this, hopefully they&#039;re roleplaying the hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TIME IN ====&lt;br /&gt;
The call to start roleplaying. Once TIME IN is called, the game has started. This may only be called by a Ref.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TIME OUT ====&lt;br /&gt;
The call to stop roleplaying. Once TIME OUT is called, the game is over for that evening. This may only be called by a Ref.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TIME FAFF ====&lt;br /&gt;
The call to continue roleplaying, but not move forward. On linears, occasionally additional time is needed to get a big encounter ready; in this case, TIME FAFF will be called and the party will spontaneously stop for a quick {{gloss|IC}} break. This may only be called by a Ref.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TIME FREEZE ====&lt;br /&gt;
This is close to a system call in its application. Upon hearing TIME FREEZE, all players should remain motionless, close their eyes and hum loudly so as not to hear what is going on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== IC Calls ==&lt;br /&gt;
These tell you what your character needs to do. Combat calls will either be made when someone hits you, by describing a target and pointing at them, or attached to a MASS or WIDE call.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &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;
==== 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 from the spot 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 {{gloss|armour}}, lose all {{gloss|hits}}. Otherwise, you may not use {{gloss|strikes}} or {{gloss|spells}}. Lasts until healed. Some monsters always count as wearing {{gloss|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 drop it (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;
{| 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;
Clarifications on DISARM&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Things that break Rule 7:&lt;br /&gt;
*Bouncing your focus on a strap like a yo-yo so it technically touches the ground. Pick it up. &lt;br /&gt;
*Deliberately targeting 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;
&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;
==== STRIKEDOWN ====&lt;br /&gt;
You must roleplay being struck to the ground. You may alternatively squat for 3 seconds or put one knee and one hand to the ground if falling is unsafe. You are struck down even if you block the blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== KNOCKBACK ====&lt;br /&gt;
You must take 3 full steps back as quickly and safely as possible. If this puts your back against a hard surface you may stop. You must step back even if you block the blow. If you cannot or do not wish to step back, you must take a STRIKEDOWN.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== BREAK ====&lt;br /&gt;
Removes {{call|ENTANGLE}} and {{call|DISRUPT}}. You can make BREAK calls even whilst under the effect of {{call|DISRUPT}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== RESTORE ====&lt;br /&gt;
You are no longer under the effect of {{call|CRUSH}} on any location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== CURE N ====&lt;br /&gt;
{{id|CURE}}&lt;br /&gt;
You are healed by N {{gloss|hits}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== CURSE ====&lt;br /&gt;
See a {{gloss|ref}} as soon as possible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== EFFECT N ====&lt;br /&gt;
{{id|EFFECT}}&lt;br /&gt;
EFFECT may not be made on someone who is in combat. It indicates they take a complicated effect, which you then explain. Unless otherwise stated, this lasts until midnight. The strength of the effect is equal to N.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====EXECUTE====&lt;br /&gt;
Your character is dead. Always requires a 10s of roleplay that may be interrupted. Only works if your character is {{gloss|unresisting}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== COMPEL N (One complete command) ==== &lt;br /&gt;
{{id|COMPEL}}&lt;br /&gt;
Unless otherwise stated, this lasts until the next {{call|REFRESH}} call.  &lt;br /&gt;
&lt;br /&gt;
When you take this call you follow the instruction given to the best of your ability.  &lt;br /&gt;
&lt;br /&gt;
A COMPEL requiring further input, i.e. “Obey my every command” will fail.  &lt;br /&gt;
&lt;br /&gt;
You are aware that a foreign influence is trying to control your actions.  &lt;br /&gt;
&lt;br /&gt;
These COMPELs last until they expire or you do one of the following:  &lt;br /&gt;
*Spend N {{gloss|stamina}} to shake off the effect.&lt;br /&gt;
*Take N {{gloss|wounds}} to shake off the effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== RESIST ====&lt;br /&gt;
This call indicates that you have heard someone else&#039;s call, but you are not reacting in the way they might expect. It is purely {{gloss|OC}} information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== DROP ====&lt;br /&gt;
You fall unconscious and cannot be roused. Normally used for visions etc. May not be {{call|RESIST}}ed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Pewterfish</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Calls&amp;diff=1287</id>
		<title>Calls</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Calls&amp;diff=1287"/>
		<updated>2014-10-09T19:31:23Z</updated>

		<summary type="html">&lt;p&gt;Pewterfish: /* REFRESH */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A “Call” is an {{gloss|OC}} word or phrase used to describe the in-game effect of an action.&lt;br /&gt;
&lt;br /&gt;
You do not hear them {{gloss|IC}}.&lt;br /&gt;
&lt;br /&gt;
You may make a maximum of one call per second. &lt;br /&gt;
&lt;br /&gt;
== OC Calls ==&lt;br /&gt;
{{gloss|OC}} calls are used to tell the players (not the characters) what is going on, and in cases of emergency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== STOP THE GAME ====&lt;br /&gt;
The most important call in LARP. STOP THE GAME means there has been an real-life injury, someone has lost their glasses or there has been another {{gloss|OC}} emergency. Anyone may call STOP THE GAME and should do so if needed. As soon as STOP THE GAME is called, the action suspends entirely, everyone should stop moving, and appropriate action is taken. Repeat the call to anyone who has not noticed. Once the emergency is over, if the game is to continue then people are asked to return to where they were when STOP THE GAME was called and TIME IN restarts the action. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== MAN DOWN ====&lt;br /&gt;
This means exactly the same as STOP THE GAME. It is included here as an alternative because it is in common usage in many systems, so people may call this instead of STOP THE GAME. STOP THE GAME is preferred where possible because we&#039;re not all men.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TOO HARD ====&lt;br /&gt;
Call this if you&#039;ve been hit too hard by somebody. Anybody can make a mistake so try and be polite if it happens and use this call rather than a string of abuse! If it&#039;s happening a lot, speak to a ref. If somebody says &#039;Ow&#039; and acts in pain but doesn&#039;t say this, hopefully they&#039;re roleplaying the hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TIME IN ====&lt;br /&gt;
The call to start roleplaying. Once TIME IN is called, the game has started. This may only be called by a Ref.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TIME OUT ====&lt;br /&gt;
The call to stop roleplaying. Once TIME OUT is called, the game is over for that evening. This may only be called by a Ref.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TIME FAFF ====&lt;br /&gt;
The call to continue roleplaying, but not move forward. On linears, occasionally additional time is needed to get a big encounter ready; in this case, TIME FAFF will be called and the party will spontaneously stop for a quick {{gloss|IC}} break. This may only be called by a Ref.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TIME FREEZE ====&lt;br /&gt;
This is close to a system call in its application. Upon hearing TIME FREEZE, all players should remain motionless, close their eyes and hum loudly so as not to hear what is going on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== IC Calls ==&lt;br /&gt;
These tell you what your character needs to do. Combat calls will either be made when someone hits you, by describing a target and pointing at them, or attached to a MASS or WIDE call.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &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;
==== 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 from the spot 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 {{gloss|armour}}, lose all {{gloss|hits}}. Otherwise, you may not use {{gloss|strikes}} or {{gloss|spells}}. Lasts until healed. Some monsters always count as wearing {{gloss|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 drop it (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;
{| 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;
Clarifications on DISARM&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Things that break Rule 7:&lt;br /&gt;
*Bouncing your focus on a strap like a yo-yo so it technically touches the ground. Pick it up. &lt;br /&gt;
*Deliberately targeting 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;
&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;
==== STRIKEDOWN ====&lt;br /&gt;
You must roleplay being struck to the ground. You may alternatively squat for 3 seconds or put one knee and one hand to the ground if falling is unsafe. You are struck down even if you block the blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== KNOCKBACK ====&lt;br /&gt;
You must take 3 full steps back as quickly and safely as possible. If this puts your back against a hard surface you may stop. You must step back even if you block the blow. If you cannot or do not wish to step back, you must take a STRIKEDOWN.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== BREAK ====&lt;br /&gt;
Removes {{call|ENTANGLE}} and {{call|DISRUPT}}. You can make BREAK calls even whilst under the effect of {{call|DISRUPT}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== RESTORE ====&lt;br /&gt;
You are no longer under the effect of {{call|CRUSH}} on any location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== CURE N ====&lt;br /&gt;
{{id|CURE}}&lt;br /&gt;
You are healed by N {{gloss|hits}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== CURSE ====&lt;br /&gt;
See a {{gloss|ref}} as soon as possible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== EFFECT N ====&lt;br /&gt;
{{id|EFFECT}}&lt;br /&gt;
EFFECT may not be made on someone who is in combat. It indicates they take a complicated effect, which you then explain. Unless otherwise stated, this lasts until midnight. The strength of the effect is equal to N.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====EXECUTE====&lt;br /&gt;
Your character is dead. Always requires a 10s of roleplay that may be interrupted. Only works if your character is {{gloss|unresisting}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== COMPEL N (One complete command) ==== &lt;br /&gt;
{{id|COMPEL}}&lt;br /&gt;
Unless otherwise stated, this lasts until the next {{call|REFRESH}} call.  &lt;br /&gt;
&lt;br /&gt;
When you take this call you follow the instruction given to the best of your ability.  &lt;br /&gt;
&lt;br /&gt;
A COMPEL requiring further input, i.e. “Obey my every command” will fail.  &lt;br /&gt;
&lt;br /&gt;
You are aware that a foreign influence is trying to control your actions.  &lt;br /&gt;
&lt;br /&gt;
These COMPELs last until they expire or you do one of the following:  &lt;br /&gt;
*Spend N {{gloss|stamina}} to shake off the effect.&lt;br /&gt;
*Take N {{gloss|wounds}} to shake off the effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== RESIST ====&lt;br /&gt;
This call indicates that you have heard someone else&#039;s call, but you are not reacting in the way they might expect. It is purely {{gloss|OC}} information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== DROP ====&lt;br /&gt;
You fall unconscious and cannot be roused. Normally used for visions etc. May not be {{call|RESIST}}ed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Pewterfish</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Calls&amp;diff=1286</id>
		<title>Calls</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Calls&amp;diff=1286"/>
		<updated>2014-10-09T19:30:50Z</updated>

		<summary type="html">&lt;p&gt;Pewterfish: /* REFRESH */ A side-effect of the changes to Catch Breath is that REFRESH will now also be used on linears.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A “Call” is an {{gloss|OC}} word or phrase used to describe the in-game effect of an action.&lt;br /&gt;
&lt;br /&gt;
You do not hear them {{gloss|IC}}.&lt;br /&gt;
&lt;br /&gt;
You may make a maximum of one call per second. &lt;br /&gt;
&lt;br /&gt;
== OC Calls ==&lt;br /&gt;
{{gloss|OC}} calls are used to tell the players (not the characters) what is going on, and in cases of emergency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== STOP THE GAME ====&lt;br /&gt;
The most important call in LARP. STOP THE GAME means there has been an real-life injury, someone has lost their glasses or there has been another {{gloss|OC}} emergency. Anyone may call STOP THE GAME and should do so if needed. As soon as STOP THE GAME is called, the action suspends entirely, everyone should stop moving, and appropriate action is taken. Repeat the call to anyone who has not noticed. Once the emergency is over, if the game is to continue then people are asked to return to where they were when STOP THE GAME was called and TIME IN restarts the action. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== MAN DOWN ====&lt;br /&gt;
This means exactly the same as STOP THE GAME. It is included here as an alternative because it is in common usage in many systems, so people may call this instead of STOP THE GAME. STOP THE GAME is preferred where possible because we&#039;re not all men.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TOO HARD ====&lt;br /&gt;
Call this if you&#039;ve been hit too hard by somebody. Anybody can make a mistake so try and be polite if it happens and use this call rather than a string of abuse! If it&#039;s happening a lot, speak to a ref. If somebody says &#039;Ow&#039; and acts in pain but doesn&#039;t say this, hopefully they&#039;re roleplaying the hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TIME IN ====&lt;br /&gt;
The call to start roleplaying. Once TIME IN is called, the game has started. This may only be called by a Ref.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TIME OUT ====&lt;br /&gt;
The call to stop roleplaying. Once TIME OUT is called, the game is over for that evening. This may only be called by a Ref.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TIME FAFF ====&lt;br /&gt;
The call to continue roleplaying, but not move forward. On linears, occasionally additional time is needed to get a big encounter ready; in this case, TIME FAFF will be called and the party will spontaneously stop for a quick {{gloss|IC}} break. This may only be called by a Ref.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TIME FREEZE ====&lt;br /&gt;
This is close to a system call in its application. Upon hearing TIME FREEZE, all players should remain motionless, close their eyes and hum loudly so as not to hear what is going on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== IC Calls ==&lt;br /&gt;
These tell you what your character needs to do. Combat calls will either be made when someone hits you, by describing a target and pointing at them, or attached to a MASS or WIDE call.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &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;
==== 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 from the spot 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 {{gloss|armour}}, lose all {{gloss|hits}}. Otherwise, you may not use {{gloss|strikes}} or {{gloss|spells}}. Lasts until healed. Some monsters always count as wearing {{gloss|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 drop it (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;
{| 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;
Clarifications on DISARM&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Things that break Rule 7:&lt;br /&gt;
*Bouncing your focus on a strap like a yo-yo so it technically touches the ground. Pick it up. &lt;br /&gt;
*Deliberately targeting 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;
&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;
==== STRIKEDOWN ====&lt;br /&gt;
You must roleplay being struck to the ground. You may alternatively squat for 3 seconds or put one knee and one hand to the ground if falling is unsafe. You are struck down even if you block the blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== KNOCKBACK ====&lt;br /&gt;
You must take 3 full steps back as quickly and safely as possible. If this puts your back against a hard surface you may stop. You must step back even if you block the blow. If you cannot or do not wish to step back, you must take a STRIKEDOWN.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== BREAK ====&lt;br /&gt;
Removes {{call|ENTANGLE}} and {{call|DISRUPT}}. You can make BREAK calls even whilst under the effect of {{call|DISRUPT}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== RESTORE ====&lt;br /&gt;
You are no longer under the effect of {{call|CRUSH}} on any location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== CURE N ====&lt;br /&gt;
{{id|CURE}}&lt;br /&gt;
You are healed by N {{gloss|hits}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== CURSE ====&lt;br /&gt;
See a {{gloss|ref}} as soon as possible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== EFFECT N ====&lt;br /&gt;
{{id|EFFECT}}&lt;br /&gt;
EFFECT may not be made on someone who is in combat. It indicates they take a complicated effect, which you then explain. Unless otherwise stated, this lasts until midnight. The strength of the effect is equal to N.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====EXECUTE====&lt;br /&gt;
Your character is dead. Always requires a 10s of roleplay that may be interrupted. Only works if your character is {{gloss|unresisting}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== COMPEL N (One complete command) ==== &lt;br /&gt;
{{id|COMPEL}}&lt;br /&gt;
Unless otherwise stated, this lasts until the next {{call|REFRESH}} call.  &lt;br /&gt;
&lt;br /&gt;
When you take this call you follow the instruction given to the best of your ability.  &lt;br /&gt;
&lt;br /&gt;
A COMPEL requiring further input, i.e. “Obey my every command” will fail.  &lt;br /&gt;
&lt;br /&gt;
You are aware that a foreign influence is trying to control your actions.  &lt;br /&gt;
&lt;br /&gt;
These COMPELs last until they expire or you do one of the following:  &lt;br /&gt;
*Spend N {{gloss|stamina}} to shake off the effect.&lt;br /&gt;
*Take N {{gloss|wounds}} to shake off the effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== RESIST ====&lt;br /&gt;
This call indicates that you have heard someone else&#039;s call, but you are not reacting in the way they might expect. It is purely {{gloss|OC}} information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== DROP ====&lt;br /&gt;
You fall unconscious and cannot be roused. Normally used for visions etc. May not be {{call|RESIST}}ed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Pewterfish</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Healing&amp;diff=1019</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=1019"/>
		<updated>2014-10-05T21:35:23Z</updated>

		<summary type="html">&lt;p&gt;Pewterfish: spelling of &amp;quot;participants&amp;quot; at L5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This is not a Faction Skill&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill_Header}}&lt;br /&gt;
&lt;br /&gt;
{{Prof_Header}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 1}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Stitch-Up|&lt;br /&gt;
With 10 seconds of uninterrupted roleplay, during which the {{gloss|bleed count}} is paused, call {{call|CURE}} 1 to a {{gloss|dying}} character.&lt;br /&gt;
&lt;br /&gt;
In a non-stressful situation with appropriate roleplay, you may heal all {{gloss|hits}} on an {{gloss|unresisting}} target and then call {{call|COMPEL}} 2: &amp;quot;You feel exhausted.&amp;quot; on that target.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Diagnose|&lt;br /&gt;
With 10 seconds of obvious investigation, may determine what sort of {{gloss|wound}} someone is suffering from or how many {{gloss|hits}} they have left.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 2}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Nurse|&lt;br /&gt;
With 2 min of roleplay you may suppress the effects up to 4 levels of {{gloss|wounds}}. You may divide this total up between multiple people. You must accompany the targets in order to keep suppressing their {{gloss|wounds}}. You may change whose {{gloss|wounds}} you are suppressing and by how much with 2 min of roleplay.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Splint|&lt;br /&gt;
In a non-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-stressful situation, you may heal all {{gloss|hits}} on multiple characters with an appropriate amount of roleplay.}}&lt;br /&gt;
 &lt;br /&gt;
{{Ability|The Doctor is In|&lt;br /&gt;
In an appropriately equipped building (The {{gloss|interactive}} venue is always equipped for this) you may remove all {{gloss|wounds}} from a patient with 5 minutes of roleplay. If the patient has {{gloss|stamina}}, it is reduced to 0.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Field Healer|&lt;br /&gt;
Remove 1 {{gloss|wound}} from the target for each {{gloss|participant}} in this {{gloss|ritual}}.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Expert Care|&lt;br /&gt;
You may now suppress up to 8 levels of {{gloss|wounds}}.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Autopsy{{ref}}|&lt;br /&gt;
Given 30 seconds of examining and poking a body, you can ask a {{gloss|ref}} for a limited amount of information on what killed that body, and what abilities the body might have had. Very useful for unknown monsters.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 5 {{locked}}}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Master Healer{{ref}}|&lt;br /&gt;
Mixing {{gloss|rituals}} and anatomy, you are capable of bewildering feats of surgery. 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 surgery.}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Rules]][[Category:Skills]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pewterfish</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=User:Pewterfish&amp;diff=1011</id>
		<title>User:Pewterfish</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=User:Pewterfish&amp;diff=1011"/>
		<updated>2014-10-05T15:37:20Z</updated>

		<summary type="html">&lt;p&gt;Pewterfish: Created page with &amp;quot;Pewterfish is not a ref, but is a Technical Author in real life and thus somewhat attuned to typos and other mishaps of text and formatting.  Rather than have him bug them to...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pewterfish is not a ref, but is a Technical Author in real life and thus somewhat attuned to typos and other mishaps of text and formatting.  Rather than have him bug them to fix problems with one page or another every few minutes, the refs gave him an account and told him to get on with it.&lt;br /&gt;
&lt;br /&gt;
This seems perfectly reasonable.&lt;br /&gt;
&lt;br /&gt;
Pewterfish can be reached as dan {at} glasshalfempty {dot} co {dot} uk, should the need arise.&lt;/div&gt;</summary>
		<author><name>Pewterfish</name></author>
	</entry>
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