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	<id>https://nfnc.camlarp.co.uk/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sirgnome</id>
	<title>No Flag No Country - User contributions [en]</title>
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	<updated>2026-04-15T17:10:30Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.0</generator>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Skills:Corpus&amp;diff=1794</id>
		<title>Skills:Corpus</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Skills:Corpus&amp;diff=1794"/>
		<updated>2016-03-03T09:40:26Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Skill_Header}}&lt;br /&gt;
&lt;br /&gt;
{{Mystic_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|Corpus 1}}&lt;br /&gt;
|&lt;br /&gt;
{{Spell|{{call|CURE}} 3 at {{gloss|touch}} range}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{call|CURE}} 1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Corpus 2}}&lt;br /&gt;
|&lt;br /&gt;
{{Spell|{{gloss|Instantaneous}} {{call|BREAK}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|Three calls of {{call|CURE}} 1 to any target(s)}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{call|RESTORE}} at {{gloss|touch}} range}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Corpus 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Spell|{{call|DISRUPT}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{call|MASS}} {{call|CURE}} 3}}&lt;br /&gt;
&lt;br /&gt;
{{Strike|{{call|DISRUPT}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{gloss|Reanimate}} the next dead body you touch or the next target you {{gloss|execute}} this {{gloss|encounter}} with 6 {{gloss|hits}}. Unlike Necromancy, this does work on animal corpses.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Corpus 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Spell|{{call|DISRUPT}} to two different targets}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{gloss|Instantaneous}} {{call|MASS}} {{call|BREAK}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{call|CURE}} 12 at {{gloss|touch}} range}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Corpus 5}}&lt;br /&gt;
|&lt;br /&gt;
{{Spell|Three calls of {{call|CURE}} 3 to any target(s)}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{call|WIDE}} {{call|DISRUPT}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{gloss|Reanimate}} the next dead body you touch or the next target you {{gloss|execute}} this {{gloss|encounter}} with 9 {{gloss|hits}}. Unlike Necromancy, this does work on animal corpses}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Rules]][[Category:Skills]][[Category:Unlocked Level 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Psychomancy&amp;diff=1793</id>
		<title>Prof:Psychomancy</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Psychomancy&amp;diff=1793"/>
		<updated>2016-03-03T09:40:10Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Faction Skill of the [[Church_of_the_Celebrant|Celebrant Church]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill_Header}}&lt;br /&gt;
&lt;br /&gt;
{{Prof_Header}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This skill tree makes use of the systems [[Emotions_and_Drugs|emotion and drug]] {{gloss|effects}}.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Psychomancy 1}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Inspire Feelings|&lt;br /&gt;
After talking to someone for an at least 10 seconds and suggesting an opinion they should have, spend 1 {{gloss|stamina}} and then call “{{call|EFFECT}} 1: YOU BEGIN TO FEEL {{gloss|emotion}} for at least 5 minutes”.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Psychomancy 2}}&lt;br /&gt;
|&lt;br /&gt;
{{ritual|Shared Emotions|&lt;br /&gt;
Each {{gloss|participant}} gains the following strength 2 {{gloss|enhancement}}: “You may once call {{call|EFFECT}} 2: YOU BEGIN TO FEEL {{gloss|emotion}} for at least 5 minutes”.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Gossip|&lt;br /&gt;
After talking to a person, object or supernatural presence for at least 10 seconds and asking them how they feel, spend 2 {{gloss|stamina}} and then call “{{call|COMPEL}} 2,: You feel a desire to tell me about yourself. This lasts 5 minutes”. This can give a voice to inanimate objects, creatures or effects. Inanimate things will have no memory or any real personality.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Psychomancy 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Empower Totem{{ref}}|&lt;br /&gt;
You may charge a harmless item such as a liquid, powder or sealed note with emotional energy. When opened or consumed, the user takes the named {{gloss|emotion}} or {{gloss|drug}} {{gloss|effect}} as an EFFECT 3. {{gloss|Totems}} may be hidden in sealed containers, used to poison drinks, etc. A {{gloss|totem}} is a strength 3 {{gloss|effect}}. You may make up to 3 {{gloss|totems}} + up to 4 per additional {{gloss|participant}} with this {{gloss|ritual}}. {{gloss|Totems}} cost 2 {{gloss|Ducatto}} each to make.}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|An Echo Remains{{ref}}|&lt;br /&gt;
This {{gloss|ritual}} will give you an impression of emotions or past dramatic events associated with any one object that each {{gloss|participant}} is touching during the {{gloss|ritual}}. Doing this more than once on the same object or area counts as a second cast on the same target.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Psychomancy 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Gentle Reminder|&lt;br /&gt;
You may place a Strength 4 {{gloss|effect}} on a {{gloss|character}} present during the {{gloss|ritual}} to make them associate a person, object or symbol with a given {{gloss|emotion}}. Whenever they see that thing, they will feel that {{gloss|emotion}} for a moment. This lasts 1 day, With more {{gloss|participants}} you can attempt to increase the duration, number of targets or strength of emotion felt by the targets.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Psychomancy 5}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Extremes of Feeling|&lt;br /&gt;
You may now use &#039;&#039;Empower Totem&#039;&#039; with the following {{gloss|emotion}} effects, for double the normal cost: Agony, Euphoria.}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|Haunt{{ref}}|&lt;br /&gt;
You may place {{gloss|emotion}} effects on inanimate objects or entire areas. Anyone in the area or touching/owning the object will take the {{gloss|effect}}. Sufficiently powerful castings of this may be used to create {{gloss|sprites}} bound to a location. Weaker castings allow results such as placing an {{gloss|emotion}} on everyone in the room.}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Rules]][[Category:Skills]][[Category:Unlocked Level 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Calls&amp;diff=1791</id>
		<title>Calls</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Calls&amp;diff=1791"/>
		<updated>2016-01-14T19:34:50Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: /* 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;
&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 the {{gloss|leader}} of 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.  Lasts until healed. If it hits your torso, lose all {{gloss|hits}}. {{call|MAGIC}} CRUSH always targets the torso.&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;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Meta-Rituals&amp;diff=1787</id>
		<title>Prof:Meta-Rituals</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Meta-Rituals&amp;diff=1787"/>
		<updated>2015-11-30T14:50:19Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Faction Skill of the [[The_Democracy|Democracy]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill_Header}}&lt;br /&gt;
&lt;br /&gt;
{{Prof_Header}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Meta-Rituals 1}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Analyse Power|&lt;br /&gt;
By spending 10 seconds obviously investigating a {{gloss|ritual}}, you may spend 1 {{gloss|stamina}} and ask {{gloss|OC}} what the effect of the {{gloss|ritual}} is and how much {{gloss|stamina}} has been spent on it. Or you may spend 10 seconds close enough to someone to touch them and spend 1 {{gloss|stamina}} to ask {{gloss|OC}}: How much {{gloss|stamina}} do you have currently?}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Meta-Rituals 2}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Delay|&lt;br /&gt;
This {{gloss|ritual}} works on a single Target within 10m. The {{gloss|leader}} of the {{gloss|ritual}} may call {{call|DISRUPT}} on the Target after each 10 seconds of continuous roleplay. While using this ability you must remain within 10m of the thing you are delaying, you may not fight and you must move no faster than a walking pace. You may choose to end this {{gloss|ritual}} at will. &#039;&#039;Delay&#039;&#039; may also be used on other supernatural effects.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Meta-Rituals 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Bolster Effect|&lt;br /&gt;
This may be used while you lead a ritual. Every Participant counts as contributing 50% more {{gloss|stamina}} than they did. Using this ability consumes all of your remaining {{gloss|stamina}} (This {{gloss|stamina}} is not contributed to the Ritual).}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Meta-Rituals 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Create Ritual Anchor{{ref}}|&lt;br /&gt;
Create a {{gloss|ritual anchor}} that contains a {{gloss|ritual&#039;s}} effects. This requires a suitable anchor physrepped by a reasonably bulky item. A flag, a backpack “filled with scrolls”, a large box etc. You perform the {{gloss|ritual}} on the item, and pay double the normal {{gloss|stamina}} cost. Anyone may use the {{gloss|ritual anchor}} to perform the {{gloss|ritual}}, getting the effect stated on the item card. Anchors cost 16 {{gloss|Ducatto}} per level of the {{gloss|ritual}}.}}&lt;br /&gt;
|- &lt;br /&gt;
|{{nowrap|Meta-Rituals 5}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Bolster Stamina|&lt;br /&gt;
Places an {{gloss|enhancement}} on the {{gloss|leader}} of the {{gloss|ritual}}. Activate this {{gloss|enhancement}} to gain 1 extra temporary {{gloss|Stamina}} for each two {{gloss|participants}} to a maximum of 5 {{gloss|stamina}}. This does not stack with itself. This is a Level 5 {{gloss|effect}} that normally lasts until midnight.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Bridge the Gap{{ref}}|&lt;br /&gt;
You may attempt to combine a {{gloss|ritual}} that you know with a {{gloss|ritual}} or {{gloss|ability}} that someone else knows, or the other way round. You must both be {{gloss|participants}} in the experimental {{gloss|ritual}}. It’s always hardest when either trying a new {{gloss|ritual}} with the same partner, or the improvised {{gloss|ritual}} with a different partner.}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Rules]][[Category:Skills]][[Category:Unlocked Level 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Template:StartingXP&amp;diff=1786</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=1786"/>
		<updated>2015-11-29T11:58:06Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;47&lt;/div&gt;</summary>
		<author><name>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Template:StartingXP&amp;diff=1785</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=1785"/>
		<updated>2015-11-26T22:46:30Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;46&lt;/div&gt;</summary>
		<author><name>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Template:StartingXP&amp;diff=1784</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=1784"/>
		<updated>2015-11-15T17:47:03Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: Undo revision 1783 by Sirgnome (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;45&lt;/div&gt;</summary>
		<author><name>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Template:StartingXP&amp;diff=1783</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=1783"/>
		<updated>2015-11-15T17:46:33Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;44&lt;/div&gt;</summary>
		<author><name>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Template:StartingXP&amp;diff=1781</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=1781"/>
		<updated>2015-10-29T19:34:33Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;42&lt;/div&gt;</summary>
		<author><name>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Template:StartingXP&amp;diff=1780</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=1780"/>
		<updated>2015-10-20T12:37:40Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;41&lt;/div&gt;</summary>
		<author><name>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Main_Page&amp;diff=1779</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=1779"/>
		<updated>2015-10-16T22:22:33Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: /* 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;
&#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 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>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Main_Page&amp;diff=1778</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=1778"/>
		<updated>2015-10-16T22:22:13Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: /* Event details */&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;
===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>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=General_Rules&amp;diff=1777</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=1777"/>
		<updated>2015-10-14T10:39:43Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: /* Basic Concepts */&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 explicit instructions from a {{gloss|Ref}}.&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|CRUSH}} 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;
&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 spiritual, 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;
== 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>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=General_Rules&amp;diff=1776</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=1776"/>
		<updated>2015-10-14T10:39:18Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: /* Wounds */&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 explicit instructions from a Ref.&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|CRUSH}} 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;
&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 spiritual, 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;
== 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>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Will&amp;diff=1775</id>
		<title>Prof:Will</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Will&amp;diff=1775"/>
		<updated>2015-10-14T10:38:43Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Faction Skill of the [[Church_of_the_Builder|Builder Church]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill_Header}}&lt;br /&gt;
&lt;br /&gt;
{{Prof_Header}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Will 1}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Inspire|&lt;br /&gt;
Spend 10 seconds giving someone a clear instruction. Spend 1 {{gloss|stamina}}.  Call {{call|EFFECT}} 1: Gain 1 extra {{gloss|stamina}} this {{gloss|encounter}}. This can take them over their maximum {{gloss|stamina}}.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Will 2}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|United, We Stand|&lt;br /&gt;
By working together on a {{gloss|ritual}} with other people, you may bond into a {{gloss|group}}. All members have the ability to call {{call|RESIST}} to {{call|WIDE}} or {{call|MASS}} calls emanating from other members, provided they can see the caster. You can only be in one {{gloss|group}}.}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|Abjuration|&lt;br /&gt;
The {{gloss|leader}} is the target of this {{gloss|ritual}}. This {{gloss|ritual}} takes 5 seconds to begin, after which {{gloss|participants}} may leave. The {{gloss|leader}} of the {{gloss|ritual}} then gains one use of {{gloss|instantaneous}} {{call|KNOCKBACK}} after every 5 seconds of continuous, stationary roleplay You may use these calls at any time in the current {{gloss|encounter}}, and save them up. If they move, the {{gloss|ritual}} ends and they lose the calls. The maximum number of calls is equal to the number of {{gloss|participants}} times three.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Will 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Hear and Obey {{ref}}|&lt;br /&gt;
You may perform a {{gloss|ritual}} which allows you to call {{call|COMPEL}} N: (a single five-word command) on a target within line of sight. The level of the {{call|COMPEL}} is equal to the number of {{gloss|participants}} up to a maximum of 10. You may ask a {{gloss|ref}} to deliver the {{call|COMPEL}} anonymously.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Will 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Mind War|&lt;br /&gt;
You may choose to pay double the {{gloss|Stamina}} or {{gloss|Wound}} cost to resist a {{call|COMPEL}}. You may then immediately call the same {{call|COMPEL}} at any target within 10m..}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Will 5 {{locked}}}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Commanding Presence|&lt;br /&gt;
The {{call|COMPEL}} strength for &#039;&#039;Hear and Obey&#039;&#039; is equal to double the number of {{gloss|participants}}, up to a maximum of 10. &#039;&#039;Hear and Obey&#039;&#039; may now be used with a 10-word command. The target must still be within line of sight.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Dominate|&lt;br /&gt;
In the name of yourself or your organisation, spend 5 seconds to order a character to do one of the following things, then Spend 5 {{gloss|stamina}} and call {{call|COMPEL}} 10: &amp;lt;one of the following orders&amp;gt;&lt;br /&gt;
* “Give me that [item]”&lt;br /&gt;
* “Stay away from that [character/object]”&lt;br /&gt;
* “Heal [that character]&amp;quot;&lt;br /&gt;
* “Incapacitate [that character]”}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Rules]][[Category:Skills]][[Category:Locked Level 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Glossary&amp;diff=1774</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Glossary&amp;diff=1774"/>
		<updated>2015-10-13T22:13:47Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: /* Instantaneous */&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;
&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
{{id|armour}}&lt;br /&gt;
Armour refers to protective equipment made from padded cloth, leather or metal. Any {{gloss|character}} can gain 2 {{gloss|hits}} by wearing any armour that covers their torso (we call this an Armoured Vest). {{gloss|Characters}} that have bought the [[Combat_Skills|Armour]] skill can benefit from heavier types of armour. [[Armour|Read more..]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
&lt;br /&gt;
=== Curative Herbs ===&lt;br /&gt;
Used to fuel the [[Prof:Healing|healing]] 3 ability &amp;quot;The Doctor is In&amp;quot;, they can be bought in downtime or from the Guild of Surgeons for 4D each. Any place that is appropriate to use that ability will be stocked with some quantity of these.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
&lt;br /&gt;
===Drug===&lt;br /&gt;
{{id|drug}}{{id|drugs}}&lt;br /&gt;
A [[Emotions_and_Drugs|drug]] Effect is a specific mental effect usually created with the [[Prof:Psychomancy|Psychomancy]] {{gloss|skill}}. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
&lt;br /&gt;
===Emotion===&lt;br /&gt;
{{id|emotion}}&lt;br /&gt;
A [[Emotions_and_Drugs|Emotion]] Effect is a specific mental effect usually created with the [[Prof:Psychomancy|Psychomancy]] {{gloss|skill}}. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Encounter ===&lt;br /&gt;
The time between calls of REFRESH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
&lt;br /&gt;
===Execute===&lt;br /&gt;
{{id|execute}}{{id|executed}}{{id|Executed}}&lt;br /&gt;
To kill an {{gloss|unresisting}} character with 10 seconds of {{gloss|appropriate roleplaying}}. Your character must be armed to do this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
{{id|focus}}&lt;br /&gt;
A {{gloss|focus}} is an item relating to the user&#039;s {{gloss|Paradigm}} and used to channel {{gloss|Spells}}. A holy symbol for a priest, a candle for a pyromancer, a crystal for an arcane meddler. &lt;br /&gt;
&lt;br /&gt;
Popular foci include embroidered badges that also serve as belt tags, alchemical bottles, and large chunky pieces of jewellery. Most foci are about the size of the user&#039;s fist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== God ===&lt;br /&gt;
See the [[The_Factions#The_Churches|churches]] and the [[Magic_and_the_Supernatural#Gods|gods]] pages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Group===&lt;br /&gt;
{{id|group}}&lt;br /&gt;
A number of people who have all been the target of a [[Prof:Will|Will]] 2 Ritual. They may choose to ignore each other&#039;s {{call|MASS}} and {{call|WIDE}} calls provided that they can see the person making the call.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hit ===&lt;br /&gt;
{{id|Hits}}&lt;br /&gt;
{{id|hits}}&lt;br /&gt;
{{id|hit}}&lt;br /&gt;
Hits, or hit points, represent the amount of physical punishment someone or something can take before becoming {{gloss|dying}}. {{gloss|Characters}} may gain more hits by purchasing the [[Combat_Skills|Health]] {{gloss|skill}} or the [[Combat_Skills|Armour]] {{gloss|skill}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== IC ===&lt;br /&gt;
In Character. Anything which would be perceptible to anyone in the world of No Flag No Country under any circumstances. Whenever you are pretending to be your {{gloss|character}}, you are IC.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Instantaneous===&lt;br /&gt;
This effect may be cast using a short phrase, such as BY MY POWER or FOR THE ASPIRANT, followed by the target and the call for the effect.&lt;br /&gt;
&lt;br /&gt;
=== Interactive ===&lt;br /&gt;
{{id|interactive}}{{id|interactives}}{{id|Interactives}}&lt;br /&gt;
A session of the game held in the [[The_Portal_Camp|Portal Camp]]. The Portal Camp is represented by whatever room the Society has booked that week. Interactives are held on Friday evenings, usually at 7.30pm. In Interactives, your {{gloss|PC}}s stay in a building in the Camp and the events come to them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Leader===&lt;br /&gt;
{{id|leader}}&lt;br /&gt;
The person in charge of the {{gloss|ritual}}. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
===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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
&lt;br /&gt;
===Touch===&lt;br /&gt;
{{id|touch}}&lt;br /&gt;
A {{gloss|spell}} that has touch range can only be successfully cast on a target if you are touching them at the completion of your {{gloss|appropriate roleplay}}. [[Spells_and_Strikes#Spells|Read more...]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Unresisting===&lt;br /&gt;
{{id|unresisting}}&lt;br /&gt;
A character that is either {{gloss|Dying}} or chooses not to roleplay resistance to an action taken against them that would otherwise succeed, for example an execution attempt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Valuable===&lt;br /&gt;
{{id|valuable}}&lt;br /&gt;
Some items are {{gloss|valuable}}, and worth looting. To save players filling their bags with every physrep they see, Valuable items will be marked with a &#039;&#039;&#039;yellow ribbon&#039;&#039;&#039;. Characters with the [[Prof:Trade|Trade]] 3 {{gloss|Skill}} can determine the value of these items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wound ===&lt;br /&gt;
{{id|Wounds}}&lt;br /&gt;
{{id|wound}}&lt;br /&gt;
Physical, mental or supernatural injuries that your character has suffered.  When your {{gloss|character}} becomes {{gloss|dying}}, they gain a Wound. Wounds may also be suffered as a consequence of {{gloss|IC}} actions. All Wounds may be suppressed or treated with the [[Prof:Healing|Healing]] Skill. &lt;br /&gt;
[[General_Rules#Wounds|Read more...]]&lt;br /&gt;
&lt;br /&gt;
=== Wound Card ===&lt;br /&gt;
{{id|Wound Cards}}&lt;br /&gt;
{{id|wound card}}&lt;br /&gt;
{{id|wounds cards}}&lt;br /&gt;
A card which records the different problems from the levels of {{gloss|Wounds}}. You suffer all roleplaying affects, and the most severe mechanical penalties, at or below the level of Wound you have received. By default, when you take a wound the {{gloss|ref}} will tell you to go one higher on this card.&lt;br /&gt;
&lt;br /&gt;
=== XP ===&lt;br /&gt;
Experience points are earned by adventuring and then spent on new {{gloss|skills}} for your {{gloss|character}} to reflect how their abilities improve over time. See [[Character_Creation_Mechanics|character creation]] for information on how fast a {{gloss|character}} gains XP, and how to spend it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Spells_and_Strikes&amp;diff=1773</id>
		<title>Spells and Strikes</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Spells_and_Strikes&amp;diff=1773"/>
		<updated>2015-10-13T22:13:21Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strikes ==&lt;br /&gt;
A {{gloss|strike}} must be made with a melee weapon. Hit the target in a suitably dramatic manner and make the call. The {{gloss|strike}} should be roleplayed as delivering a obviously powerful blow or sneaky backstab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
You must be holding your {{gloss|Focus}} to cast a {{gloss|spell}}.&lt;br /&gt;
&lt;br /&gt;
Casting most {{gloss|spells}} requires 5 seconds of {{gloss|appropriate roleplaying}} including some sort of shout, chant or speech throughout. You may then indicate a target and make that call at them.   For example “Bob! {{Call|MAGIC}} {{call|TRIPLE}}!” or “Skeleton in the Hat! {{Call|MAGIC}} {{call|TRIPLE}}!”.  Some may be cast with a short phrase such as BY MY POWER, or FOR THE ASPIRANT, followed by the target and spell effect. These spells are noted as &amp;quot;{{gloss|instantaneous}}&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
Your {{gloss|spell}} is interrupted if you are hit with {{call|DISRUPT}} or strike someone with a weapon. You spend the {{gloss|stamina}} when you successfully cast the {{gloss|spell}}. If you are interrupted, your {{gloss|stamina}} is not spent.&lt;br /&gt;
&lt;br /&gt;
Some {{gloss|spells}} are marked as {{gloss|touch}} range. To successfully use one of these on a target you must be touching them at the completion of your {{gloss|appropriate roleplaying}}.&lt;br /&gt;
&lt;br /&gt;
== Foci ==&lt;br /&gt;
Whilst casting a {{gloss|spell}} you must hold a {{gloss|focus}}.  A {{gloss|focus}} is some sort of object that represents how your character enforces their will on the world. It might be a fancy wand for a Mage, a holy symbol for a priest, or a bottle o’rum for a vicious pirate. {{gloss|Foci}} must be obvious, appropriate to the character, and visible to an observer. They cannot be a ring you are always wearing, a coin hidden in the hand, etc. The idea is that holding a {{gloss|focus}} is roughly equivalent to holding a gun or pointing a magic wand. Anything about fist-sized is definitely OK. {{gloss|Rule 7}} applies, check with Refs if you&#039;re not sure. {{gloss|Foci}} are magic items and will have a blue ribbon on them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{gloss|Foci}} cannot be used as weapons or to parry&#039;&#039;&#039; and should not resemble weapons. You do not count as holding a {{gloss|focus}} if there is also a weapon or shield in that hand. If you lose a {{gloss|focus}}, you may bond to a new one by finding an appropriate item and performing 60 seconds of {{gloss|appropriate roleplay}}. The {{gloss|ref}} will let you know if the item is an acceptable {{gloss|focus}} and hand you a new ribbon.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Meta-Rituals&amp;diff=1772</id>
		<title>Prof:Meta-Rituals</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Meta-Rituals&amp;diff=1772"/>
		<updated>2015-10-13T22:12:20Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Faction Skill of the [[The_Democracy|Democracy]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill_Header}}&lt;br /&gt;
&lt;br /&gt;
{{Prof_Header}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Meta-Rituals 1}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Analyse Power|&lt;br /&gt;
By spending 10 seconds obviously investigating a {{gloss|ritual}}, you may spend 1 {{gloss|stamina}} and ask {{gloss|OC}} what the effect of the {{gloss|ritual}} is and how much {{gloss|stamina}} has been spent on it. Or you may spend 10 seconds close enough to someone to touch them and spend 1 {{gloss|stamina}} to ask {{gloss|OC}}: How much {{gloss|stamina}} do you have currently?}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Meta-Rituals 2}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Delay|&lt;br /&gt;
This {{gloss|ritual}} works on a single Target within 10m. The {{gloss|leader}} of the {{gloss|ritual}} may call {{call|DISRUPT}} on the Target after each 10 seconds of continuous roleplay. While using this ability you must remain within 10m of the thing you are delaying, you may not fight and you must move no faster than a walking pace. You may choose to end this {{gloss|ritual}} at will. &#039;&#039;Delay&#039;&#039; may also be used on other supernatural effects.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Meta-Rituals 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Bolster Effect|&lt;br /&gt;
This may be used while you lead a ritual. Every Participant counts as contributing 50% more {{gloss|stamina}} than they did. Using this ability consumes all of your remaining {{gloss|stamina}} (This {{gloss|stamina}} is not contributed to the Ritual).}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Meta-Rituals 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Create Ritual Anchor{{ref}}|&lt;br /&gt;
Create a {{gloss|ritual anchor}} that contains a {{gloss|ritual&#039;s}} effects. This requires a suitable anchor physrepped by a reasonably bulky item. A flag, a backpack “filled with scrolls”, a large box etc. You perform the {{gloss|ritual}} on the item, and pay double the normal {{gloss|stamina}} cost. Anyone may use the {{gloss|ritual anchor}} to perform the {{gloss|ritual}}, getting the effect stated on the item card. Anchors cost 16 {{gloss|Ducatto}} per level of the {{gloss|ritual}}.}}&lt;br /&gt;
|- &lt;br /&gt;
|{{nowrap|Meta-Rituals 5 {{locked}}}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Bolster Stamina|&lt;br /&gt;
Places an {{gloss|enhancement}} on the {{gloss|leader}} of the {{gloss|ritual}}. Activate this {{gloss|enhancement}} to gain 1 extra temporary {{gloss|Stamina}} for each two {{gloss|participants}} to a maximum of 5 {{gloss|stamina}}. This does not stack with itself. This is a Level 5 {{gloss|effect}} that normally lasts until midnight.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Bridge the Gap{{ref}}|&lt;br /&gt;
You may attempt to combine a {{gloss|ritual}} that you know with a {{gloss|ritual}} or {{gloss|ability}} that someone else knows, or the other way round. You must both be {{gloss|participants}} in the experimental {{gloss|ritual}}. It’s always hardest when either trying a new {{gloss|ritual}} with the same partner, or the improvised {{gloss|ritual}} with a different partner.}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Rules]][[Category:Skills]][[Category:Locked Level 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Will&amp;diff=1771</id>
		<title>Prof:Will</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Will&amp;diff=1771"/>
		<updated>2015-10-13T22:10:53Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Faction Skill of the [[Church_of_the_Builder|Builder Church]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill_Header}}&lt;br /&gt;
&lt;br /&gt;
{{Prof_Header}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Will 1}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Inspire|&lt;br /&gt;
Spend 10 seconds giving someone a clear instruction. Spend 1 {{gloss|stamina}}.  Call {{call|EFFECT}} 1: Gain 1 extra {{gloss|stamina}} this {{gloss|encounter}}. This can take them over their maximum {{gloss|stamina}}.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Will 2}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|United, We Stand|&lt;br /&gt;
By working together on a {{gloss|ritual}} with other people, you may bond into a {{gloss|group}}. All members have the ability to call {{call|RESIST}} to {{call|WIDE}} or {{call|MASS}} calls emanating from other members, provided they can see the caster. You can only be in one {{gloss|group}}.}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|Abjuration|&lt;br /&gt;
The {{gloss|leader}} is the target of this {{gloss|ritual}}. This {{gloss|ritual}} takes 5 seconds to begin, after which {{gloss|participants}} may leave. The {{gloss|leader}} of the {{gloss|ritual}} then gains one use of {{gloss|instantaneous}} {{call|KNOCKBACK}} after every 5 seconds of continuous, stationary roleplay You may use these calls at any time in the current {{gloss|encounter}}, and save them up. If they move, the {{gloss|ritual}} ends and they lose the calls. The maximum number of calls is equal to the number of {{gloss|participants}} times three.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Will 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Hear and Obey {{ref}}|&lt;br /&gt;
You may perform a {{gloss|ritual}} which allows you to call {{call|COMPEL}} N: (a single five-word command) on a target within line of sight. The level of the {{call|COMPEL}} is equal to the number of {{gloss|participants}} up to a maximum of 10. You may ask a {{gloss|ref}} to deliver the {{call|COMPEL}} anonymously.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Will 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Mind War|&lt;br /&gt;
You may choose to pay double the Stamina or Wound cost to resist a {{call|COMPEL}}. You may then immediately call the same {{call|COMPEL}} at any target within 10m..}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Will 5 {{locked}}}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Commanding Presence|&lt;br /&gt;
The {{call|COMPEL}} strength for &#039;&#039;Hear and Obey&#039;&#039; is equal to double the number of {{gloss|participants}}, up to a maximum of 10. &#039;&#039;Hear and Obey&#039;&#039; may now be used with a 10-word command. The target must still be within line of sight.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Dominate|&lt;br /&gt;
In the name of yourself or your organisation, spend 5 seconds to order a character to do one of the following things, then Spend 5 {{gloss|stamina}} and call {{call|COMPEL}} 10: &amp;lt;one of the following orders&amp;gt;&lt;br /&gt;
* “Give me that [item]”&lt;br /&gt;
* “Stay away from that [character/object]”&lt;br /&gt;
* “Heal [that character]&amp;quot;&lt;br /&gt;
* “Incapacitate [that character]”}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Rules]][[Category:Skills]][[Category:Locked Level 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Skills:Corpus&amp;diff=1770</id>
		<title>Skills:Corpus</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Skills:Corpus&amp;diff=1770"/>
		<updated>2015-10-13T22:09:29Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Skill_Header}}&lt;br /&gt;
&lt;br /&gt;
{{Mystic_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|Corpus 1}}&lt;br /&gt;
|&lt;br /&gt;
{{Spell|{{call|CURE}} 3 at {{gloss|touch}} range}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{call|CURE}} 1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Corpus 2}}&lt;br /&gt;
|&lt;br /&gt;
{{Spell|{{gloss|Instantaneous}} {{call|BREAK}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|Three calls of {{call|CURE}} 1 to any target(s)}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{call|RESTORE}} at {{gloss|touch}} range}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Corpus 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Spell|{{call|DISRUPT}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{call|MASS}} {{call|CURE}} 3}}&lt;br /&gt;
&lt;br /&gt;
{{Strike|{{call|DISRUPT}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{gloss|Reanimate}} the next dead body you touch or the next target you {{gloss|execute}} this {{gloss|encounter}} with 6 {{gloss|hits}}. Unlike Necromancy, this does work on animal corpses.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Corpus 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Spell|{{call|DISRUPT}} to two different targets}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{gloss|Instantaneous}} {{call|MASS}} {{call|BREAK}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{call|CURE}} 12 at {{gloss|touch}} range}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Corpus 5 {{locked}}}}&lt;br /&gt;
|&lt;br /&gt;
{{Spell|Three calls of {{call|CURE}} 3 to any target(s)}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{call|WIDE}} {{call|DISRUPT}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{gloss|Reanimate}} the next dead body you touch or the next target you {{gloss|execute}} this {{gloss|encounter}} with 9 {{gloss|hits}}. Unlike Necromancy, this does work on animal corpses}}&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>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Skills:Force&amp;diff=1769</id>
		<title>Skills:Force</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Skills:Force&amp;diff=1769"/>
		<updated>2015-10-13T22:08:08Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Skill_Header}}&lt;br /&gt;
&lt;br /&gt;
{{Mystic_Header}}&amp;lt;/noinclude&amp;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|Force 1}} &lt;br /&gt;
|&lt;br /&gt;
{{Strike|{{call|KNOCKBACK}}}} &lt;br /&gt;
&lt;br /&gt;
{{Spell|{{call|DISARM}} [Named object]}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Force 2}}&lt;br /&gt;
|&lt;br /&gt;
{{Strike|{{call|STRIKEDOWN}}}}&lt;br /&gt;
&lt;br /&gt;
{{Strike|{{call|DISARM}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{call|MAGIC}} {{call|TRIPLE}}}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Force 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Spell|{{call|MAGIC}} {{call|TRIPLE}} to two different targets}}&lt;br /&gt;
&lt;br /&gt;
{{Strike|{{call|TRIPLE}}}}				&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{call|MAGIC}} {{call|TRIPLE}} {{call|STRIKEDOWN}}}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Force 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Spell|{{call|MASS}} {{call|MAGIC}} {{call|TRIPLE}}}}&lt;br /&gt;
&lt;br /&gt;
{{Strike|{{call|CRUSH}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{gloss|Instantaneous}} {{call|MAGIC}} {{call|TRIPLE}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{call|MAGIC}} {{call|CRUSH}}}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Force 5 }}&lt;br /&gt;
|&lt;br /&gt;
{{Spell|{{gloss|Instantaneous}} {{call|MAGIC}} {{call|TRIPLE}} to two different targets}}&lt;br /&gt;
 &lt;br /&gt;
{{Spell|{{call|WIDE}} {{call|MAGIC}} {{call|TRIPLE}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|Three calls of {{call|MAGIC}} {{call|TRIPLE}} over the next 10 seconds}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Rules]]&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Unlocked Level 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Calls&amp;diff=1768</id>
		<title>Calls</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Calls&amp;diff=1768"/>
		<updated>2015-10-13T22:02:32Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: /* DISRUPT */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A “Call” is an {{gloss|OC}} word or phrase used to describe the in-game effect of an action.&lt;br /&gt;
&lt;br /&gt;
You do not hear them {{gloss|IC}}.&lt;br /&gt;
&lt;br /&gt;
You may make a maximum of one call per second. &lt;br /&gt;
&lt;br /&gt;
== OC Calls ==&lt;br /&gt;
{{gloss|OC}} calls are used to tell the players (not the characters) what is going on, and in cases of emergency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== STOP THE GAME ====&lt;br /&gt;
The most important call in LARP. STOP THE GAME means there has been an real-life injury, someone has lost their glasses or there has been another {{gloss|OC}} emergency. Anyone may call STOP THE GAME and should do so if needed. As soon as STOP THE GAME is called, the action suspends entirely, everyone should stop moving, and appropriate action is taken. Repeat the call to anyone who has not noticed. Once the emergency is over, if the game is to continue then people are asked to return to where they were when STOP THE GAME was called and TIME IN restarts the action. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== MAN DOWN ====&lt;br /&gt;
This means exactly the same as STOP THE GAME. It is included here as an alternative because it is in common usage in many systems, so people may call this instead of STOP THE GAME. STOP THE GAME is preferred where possible because we&#039;re not all men.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TOO HARD ====&lt;br /&gt;
Call this if you&#039;ve been hit too hard by somebody. Anybody can make a mistake so try and be polite if it happens and use this call rather than a string of abuse! If it&#039;s happening a lot, speak to a ref. If somebody says &#039;Ow&#039; and acts in pain but doesn&#039;t say this, hopefully they&#039;re roleplaying the hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TIME IN ====&lt;br /&gt;
The call to start roleplaying. Once TIME IN is called, the game has started. This may only be called by a Ref.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TIME OUT ====&lt;br /&gt;
The call to stop roleplaying. Once TIME OUT is called, the game is over for that evening. This may only be called by a Ref.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TIME FAFF ====&lt;br /&gt;
The call to continue roleplaying, but not move forward. On linears, occasionally additional time is needed to get a big encounter ready; in this case, TIME FAFF will be called and the party will spontaneously stop for a quick {{gloss|IC}} break. This may only be called by a Ref.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TIME FREEZE ====&lt;br /&gt;
This is close to a system call in its application. Upon hearing TIME FREEZE, all players should remain motionless, close their eyes and hum loudly so as not to hear what is going on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== IC Calls ==&lt;br /&gt;
These tell you what your character needs to do. Combat calls will either be made when someone hits you, by describing a target and pointing at them, or attached to a MASS or WIDE call.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;TARGET&amp;gt; &amp;lt;CALL&amp;gt; ====&lt;br /&gt;
For example “You in the red hat! {{call|MAGIC}} {{call|TRIPLE}}!” or “Dave! {{call|KNOCKBACK}}!”. The target takes the given effect. Maximum range 10m.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====LOOSE &amp;lt;CALL&amp;gt; ====&lt;br /&gt;
This call indicates that you are too close to safely shoot but the character has shot you. Take the attached call. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====MASS====&lt;br /&gt;
Affects anyone within a 3m-long cone. Delineate an area of effect with your arms. If you aim upwards,it will hit everyone in a 3m radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====WIDE====&lt;br /&gt;
Affects anyone within a 10m radius. In the {{gloss|interactive}}, this hits everyone in the venue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====REFRESH====&lt;br /&gt;
Regain all your {{gloss|stamina}}. Usually feels {{gloss|IC}} like a wave of power spreads through the {{gloss|interactive}} venue, or the {{gloss|Linear}} site.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== NOTHING ====&lt;br /&gt;
Ignore the melee blow that accompanies this for mechanical purposes. It does no damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SINGLE ====&lt;br /&gt;
Lose one {{gloss|hit}}. Does not need to be called, it is implied by melee blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TRIPLE ====&lt;br /&gt;
Lose 3 {{gloss|hits}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== MAGIC ====&lt;br /&gt;
In general, MAGIC has no additional effect. Against certain creatures, a MAGIC call will reduce or destroy their ability to call {{call|RESIST}} to blows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== ENTANGLE ====&lt;br /&gt;
You must not move your feet except for safety reasons for 10 seconds. You are unaffected by {{call|KNOCKBACK}} during this time. Call {{call|RESIST}} to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== DISRUPT ====&lt;br /&gt;
You cannot cast make {{gloss|strikes}} or cast {{gloss|spells}} other than {{call|BREAK}} for the next 10 seconds, You lose any {{gloss|spell}} you were in the process of casting. If you are the {{gloss|leader}} of a {{gloss|ritual}} this pauses the {{gloss|ritual}} until it wears off.&lt;br /&gt;
&lt;br /&gt;
==== CRUSH ====&lt;br /&gt;
If this hits a limb, you cannot use that limb effectively. If it hits your torso and you are not wearing [[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;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Summary_Sheet&amp;diff=1767</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=1767"/>
		<updated>2015-10-13T22:01:38Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: /* 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|CRUSH}} to the location it hits.&lt;br /&gt;
*You may make a maximum of one call (this includes an implied SINGLE) per second against a given opponent. If a single opponent strikes you more than once a second you take only one of these blows. &lt;br /&gt;
&lt;br /&gt;
==Calls==&lt;br /&gt;
== OC Calls ==&lt;br /&gt;
{{gloss|OC}} calls are used to tell the players (not the characters) what is going on, and in cases of emergency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== STOP THE GAME/MAN DOWN ====&lt;br /&gt;
The most important call in LARP. STOP THE GAME means there has been an real-life injury, someone has lost their glasses or there has been another {{gloss|OC}} emergency. Anyone may call STOP THE GAME and should do so if needed. As soon as STOP THE GAME is called, the action suspends entirely, everyone should stop moving, and appropriate action is taken. Repeat the call to anyone who has not noticed. Once the emergency is over, if the game is to continue then people are asked to return to where they were when STOP THE GAME was called and TIME IN restarts the action. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TOO HARD ====&lt;br /&gt;
Call this if you&#039;ve been hit too hard by somebody. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TIME IN ====&lt;br /&gt;
The call to start roleplaying. Once TIME IN is called, the game has started. This may only be called by a Ref.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TIME OUT ====&lt;br /&gt;
The call to stop roleplaying. Once TIME OUT is called, the game is over for that evening. This may only be called by a Ref.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TIME FAFF ====&lt;br /&gt;
The call to continue roleplaying, but not move forward. On linears, occasionally additional time is needed to get a big encounter ready; in this case, TIME FAFF will be called and the party will spontaneously stop for a quick {{gloss|IC}} break. This may only be called by a Ref.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TIME FREEZE ====&lt;br /&gt;
This is close to a system call in its application. Upon hearing TIME FREEZE, all players should remain motionless, close their eyes and hum loudly so as not to hear what is going on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== IC Calls ==&lt;br /&gt;
These tell you what your character needs to do. Combat calls will either be made when someone hits you, by describing a target and pointing at them, or attached to a MASS or WIDE call.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;TARGET&amp;gt; &amp;lt;CALL&amp;gt; ====&lt;br /&gt;
For example “You in the red hat! {{call|MAGIC}} {{call|TRIPLE}}!” or “Dave! {{call|KNOCKBACK}}!”. The target takes the given effect. Maximum range 10m.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====MASS====&lt;br /&gt;
Affects anyone within a 3m-long cone. Delineate an area of effect with your arms. If you aim upwards,it will hit everyone in a 3m radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====WIDE====&lt;br /&gt;
Affects anyone within a 10m radius. In the {{gloss|interactive}}, this hits everyone in the venue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====REFRESH====&lt;br /&gt;
Regain all your {{gloss|stamina}}. Usually feels {{gloss|IC}} like a wave of power spreads through the {{gloss|interactive}} venue, or the {{gloss|Linear}} site.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== NOTHING ====&lt;br /&gt;
Ignore the melee blow that accompanies this for mechanical purposes. It does no damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SINGLE ====&lt;br /&gt;
Lose one {{gloss|hit}}. Does not need to be called, it is implied by melee blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TRIPLE ====&lt;br /&gt;
Lose 3 {{gloss|hits}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== MAGIC ====&lt;br /&gt;
In general, MAGIC has no additional effect. You will be briefed if it does.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== ENTANGLE ====&lt;br /&gt;
You must not move your feet except for safety reasons for 10 seconds. You are unaffected by {{call|KNOCKBACK}} during this time. Call {{call|RESIST}} to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== DISRUPT ====&lt;br /&gt;
You cannot participate in Rituals, make {{gloss|strikes}} or cast {{gloss|spells}} other than {{call|BREAK}} for the next 10 seconds, You lose any {{gloss|spell}} you were in the process of casting.&lt;br /&gt;
&lt;br /&gt;
==== CRUSH ====&lt;br /&gt;
If this hits a limb, you cannot use that limb effectively. If it hits your torso and you are not wearing [[armour]], lose all {{gloss|hits}}. Otherwise, you may not use {{gloss|strikes}} or {{gloss|spells}}. Lasts until healed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== DISARM ====&lt;br /&gt;
Must strike the target’s arm if by weapon blow. Drop the the item you are holding with that hand or place it on the floor. If you cannot safely leave it on the ground&#039;&#039;it is unusable for the next 10 seconds&#039;&#039; and any hits to it count as a hit to your arm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== STRIKEDOWN ====&lt;br /&gt;
You must roleplay being struck to the ground. You may alternatively squat for 3 seconds or put one knee and one hand to the ground if falling is unsafe. You are struck down even if you block the blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== KNOCKBACK ====&lt;br /&gt;
You must take 3 full steps back as quickly and safely as possible. If this puts your back against a hard surface you may stop. You must step back even if you block the blow. If you cannot or do not wish to step back, you must take a STRIKEDOWN.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== BREAK ====&lt;br /&gt;
Removes {{call|ENTANGLE}} and {{call|DISRUPT}}. You can make BREAK calls even whilst under the effect of {{call|DISRUPT}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== RESTORE ====&lt;br /&gt;
You are no longer under the effect of {{call|CRUSH}} on any location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== CURE N ====&lt;br /&gt;
{{id|CURE}}&lt;br /&gt;
You regain N {{gloss|hits}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== CURSE ====&lt;br /&gt;
See a {{gloss|ref}} as soon as possible. Typically after the fight this hit you in.&lt;br /&gt;
&lt;br /&gt;
==== EFFECT N ====&lt;br /&gt;
{{id|EFFECT}}&lt;br /&gt;
EFFECT may not be made on someone who is in combat. It indicates they take a complicated effect, which you then explain. Unless otherwise stated, this lasts until midnight. The strength of the effect is equal to N.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====EXECUTE====&lt;br /&gt;
Your character is dead. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== COMPEL N (One complete command) ==== &lt;br /&gt;
{{id|COMPEL}}&lt;br /&gt;
Unless otherwise stated, this lasts until the next {{call|REFRESH}} call.  &lt;br /&gt;
&lt;br /&gt;
When you take this call you follow the instruction given to the best of your ability.  &lt;br /&gt;
&lt;br /&gt;
A COMPEL requiring further input, i.e. “Obey my every command” will fail.  &lt;br /&gt;
&lt;br /&gt;
You are aware that a foreign influence is trying to control your actions.  &lt;br /&gt;
&lt;br /&gt;
These COMPELs last until they expire or you do one of the following:  &lt;br /&gt;
*Spend N {{gloss|stamina}} to shake off the effect.&lt;br /&gt;
*Take N {{gloss|wounds}} to shake off the effect.&lt;br /&gt;
&lt;br /&gt;
==== RESIST ====&lt;br /&gt;
This call indicates that you have heard someone else&#039;s call, but you are not reacting in the way they might expect. It is purely {{gloss|OC}} information.&lt;br /&gt;
&lt;br /&gt;
== Dying ==&lt;br /&gt;
*If your character reaches 0 {{gloss|hits}}, you should fall to the floor. Your character is now {{gloss|dying}}.&lt;br /&gt;
*A {{gloss|dying}} character who receives a {{call|CURE}} call ceases to be {{gloss|dying}}.&lt;br /&gt;
*Someone who is {{gloss|dying}} can neither move under their own power nor take any IC action except talking. A {{gloss|dying}} character cannot resist any action taken on them.&lt;br /&gt;
*After spending 120 seconds {{gloss|dying}}, a {{gloss|character}} becomes {{gloss|terminal}}. They cannot be saved by any means, and the {{gloss|player}} may choose when the {{gloss|character}} dies. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Executions and Wounding ===&lt;br /&gt;
*An unresisting character can be {{gloss|executed}} with 10 seconds of roleplaying delivering an obvious deathblow to the target with a weapon. Call {{gloss|EXECUTE}}. Alternatively, you may give the victim a Wound.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
*If your PC has been reduced to 0 hits, you must tell a Ref so they can give you a Wound card. Your PC has the the first level of {{gloss|wound}} on the card, and each subsequent time they become {{gloss|dying}}, they go up a level.&lt;br /&gt;
*PCs may also receive {{gloss|wound}}s  at {{gloss|ref}} discretion.&lt;br /&gt;
*A {{gloss|PC}} loses 2 levels of {{gloss|wounds}} after each {{gloss|interactive}}. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Unfinished]]&lt;/div&gt;</summary>
		<author><name>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=General_Rules&amp;diff=1766</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=1766"/>
		<updated>2015-10-13T22:00:47Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: /* Basic Concepts */&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 explicit instructions from a Ref.&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|CRUSH}} 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;
&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>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Calls&amp;diff=1765</id>
		<title>Calls</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Calls&amp;diff=1765"/>
		<updated>2015-10-13T21:59:29Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: /* 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;
&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;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Summary_Sheet&amp;diff=1764</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=1764"/>
		<updated>2015-10-13T21:57:54Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: /* Combat */&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|CRUSH}} to the location it hits.&lt;br /&gt;
*You may make a maximum of one call (this includes an implied SINGLE) per second against a given opponent. If a single opponent strikes you more than once a second you take only one of these blows. &lt;br /&gt;
&lt;br /&gt;
==Calls==&lt;br /&gt;
== OC Calls ==&lt;br /&gt;
{{gloss|OC}} calls are used to tell the players (not the characters) what is going on, and in cases of emergency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== STOP THE GAME/MAN DOWN ====&lt;br /&gt;
The most important call in LARP. STOP THE GAME means there has been an real-life injury, someone has lost their glasses or there has been another {{gloss|OC}} emergency. Anyone may call STOP THE GAME and should do so if needed. As soon as STOP THE GAME is called, the action suspends entirely, everyone should stop moving, and appropriate action is taken. Repeat the call to anyone who has not noticed. Once the emergency is over, if the game is to continue then people are asked to return to where they were when STOP THE GAME was called and TIME IN restarts the action. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TOO HARD ====&lt;br /&gt;
Call this if you&#039;ve been hit too hard by somebody. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TIME IN ====&lt;br /&gt;
The call to start roleplaying. Once TIME IN is called, the game has started. This may only be called by a Ref.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TIME OUT ====&lt;br /&gt;
The call to stop roleplaying. Once TIME OUT is called, the game is over for that evening. This may only be called by a Ref.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TIME FAFF ====&lt;br /&gt;
The call to continue roleplaying, but not move forward. On linears, occasionally additional time is needed to get a big encounter ready; in this case, TIME FAFF will be called and the party will spontaneously stop for a quick {{gloss|IC}} break. This may only be called by a Ref.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TIME FREEZE ====&lt;br /&gt;
This is close to a system call in its application. Upon hearing TIME FREEZE, all players should remain motionless, close their eyes and hum loudly so as not to hear what is going on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== IC Calls ==&lt;br /&gt;
These tell you what your character needs to do. Combat calls will either be made when someone hits you, by describing a target and pointing at them, or attached to a MASS or WIDE call.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;TARGET&amp;gt; &amp;lt;CALL&amp;gt; ====&lt;br /&gt;
For example “You in the red hat! {{call|MAGIC}} {{call|TRIPLE}}!” or “Dave! {{call|KNOCKBACK}}!”. The target takes the given effect. Maximum range 10m.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====MASS====&lt;br /&gt;
Affects anyone within a 3m-long cone. Delineate an area of effect with your arms. If you aim upwards,it will hit everyone in a 3m radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====WIDE====&lt;br /&gt;
Affects anyone within a 10m radius. In the {{gloss|interactive}}, this hits everyone in the venue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====REFRESH====&lt;br /&gt;
Regain all your {{gloss|stamina}}. Usually feels {{gloss|IC}} like a wave of power spreads through the {{gloss|interactive}} venue, or the {{gloss|Linear}} site.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== NOTHING ====&lt;br /&gt;
Ignore the melee blow that accompanies this for mechanical purposes. It does no damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SINGLE ====&lt;br /&gt;
Lose one {{gloss|hit}}. Does not need to be called, it is implied by melee blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TRIPLE ====&lt;br /&gt;
Lose 3 {{gloss|hits}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== MAGIC ====&lt;br /&gt;
In general, MAGIC has no additional effect. You will be briefed if it does.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== ENTANGLE ====&lt;br /&gt;
You must not move your feet except for safety reasons for 10 seconds. You are unaffected by {{call|KNOCKBACK}} during this time. Call {{call|RESIST}} to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== DISRUPT ====&lt;br /&gt;
You cannot participate in Rituals, make {{gloss|strikes}} or cast {{gloss|spells}} other than {{call|BREAK}} for the next 10 seconds, You lose any {{gloss|spell}} you were in the process of casting.&lt;br /&gt;
&lt;br /&gt;
==== CRUSH ====&lt;br /&gt;
If this hits a limb, you cannot use that limb effectively. If it hits your torso and you are not wearing [[armour]], lose all {{gloss|hits}}. Otherwise, you may not use {{gloss|strikes}} or {{gloss|spells}}. Lasts until healed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== DISARM ====&lt;br /&gt;
Must strike the target’s arm if by weapon blow. Drop the the item you are holding with that hand or place it on the floor. If you cannot safely leave it on the ground&#039;&#039;it is unusable for the next 10 seconds&#039;&#039; and any hits to it count as a hit to your arm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== STRIKEDOWN ====&lt;br /&gt;
You must roleplay being struck to the ground. You may alternatively squat for 3 seconds or put one knee and one hand to the ground if falling is unsafe. You are struck down even if you block the blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== KNOCKBACK ====&lt;br /&gt;
You must take 3 full steps back as quickly and safely as possible. If this puts your back against a hard surface you may stop. You must step back even if you block the blow. If you cannot or do not wish to step back, you must take a STRIKEDOWN.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== BREAK ====&lt;br /&gt;
Removes {{call|ENTANGLE}} and {{call|DISRUPT}}. You can make BREAK calls even whilst under the effect of {{call|DISRUPT}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== RESTORE ====&lt;br /&gt;
You are no longer under the effect of {{call|CRUSH}} on any location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== CURE N ====&lt;br /&gt;
{{id|CURE}}&lt;br /&gt;
You regain N {{gloss|hits}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== CURSE ====&lt;br /&gt;
See a {{gloss|ref}} as soon as possible. Typically after the fight this hit you in.&lt;br /&gt;
&lt;br /&gt;
==== EFFECT N ====&lt;br /&gt;
{{id|EFFECT}}&lt;br /&gt;
EFFECT may not be made on someone who is in combat. It indicates they take a complicated effect, which you then explain. Unless otherwise stated, this lasts until midnight. The strength of the effect is equal to N.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====EXECUTE====&lt;br /&gt;
Your character is dead. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== COMPEL N (One complete command) ==== &lt;br /&gt;
{{id|COMPEL}}&lt;br /&gt;
Unless otherwise stated, this lasts until the next {{call|REFRESH}} call.  &lt;br /&gt;
&lt;br /&gt;
When you take this call you follow the instruction given to the best of your ability.  &lt;br /&gt;
&lt;br /&gt;
A COMPEL requiring further input, i.e. “Obey my every command” will fail.  &lt;br /&gt;
&lt;br /&gt;
You are aware that a foreign influence is trying to control your actions.  &lt;br /&gt;
&lt;br /&gt;
These COMPELs last until they expire or you do one of the following:  &lt;br /&gt;
*Spend N {{gloss|stamina}} to shake off the effect.&lt;br /&gt;
*Take N {{gloss|wounds}} to shake off the effect.&lt;br /&gt;
&lt;br /&gt;
==== RESIST ====&lt;br /&gt;
This call indicates that you have heard someone else&#039;s call, but you are not reacting in the way they might expect. It is purely {{gloss|OC}} information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== DROP ====&lt;br /&gt;
You fall unconscious and cannot be roused. Normally used for visions etc. May not be {{call|RESIST}}ed.&lt;br /&gt;
&lt;br /&gt;
== Dying ==&lt;br /&gt;
*If your character reaches 0 {{gloss|hits}}, you should fall to the floor. Your character is now {{gloss|dying}}.&lt;br /&gt;
*A {{gloss|dying}} character who receives a {{call|CURE}} call ceases to be {{gloss|dying}}.&lt;br /&gt;
*Someone who is {{gloss|dying}} can neither move under their own power nor take any IC action except talking. A {{gloss|dying}} character cannot resist any action taken on them.&lt;br /&gt;
*After spending 120 seconds {{gloss|dying}}, a {{gloss|character}} becomes {{gloss|terminal}}. They cannot be saved by any means, and the {{gloss|player}} may choose when the {{gloss|character}} dies. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Executions and Wounding ===&lt;br /&gt;
*An unresisting character can be {{gloss|executed}} with 10 seconds of roleplaying delivering an obvious deathblow to the target with a weapon. Call {{gloss|EXECUTE}}. Alternatively, you may give the victim a Wound.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
*If your PC has been reduced to 0 hits, you must tell a Ref so they can give you a Wound card. Your PC has the the first level of {{gloss|wound}} on the card, and each subsequent time they become {{gloss|dying}}, they go up a level.&lt;br /&gt;
*PCs may also receive {{gloss|wound}}s  at {{gloss|ref}} discretion.&lt;br /&gt;
*A {{gloss|PC}} loses 2 levels of {{gloss|wounds}} after each {{gloss|interactive}}. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Unfinished]]&lt;/div&gt;</summary>
		<author><name>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Combat_Skills&amp;diff=1763</id>
		<title>Combat Skills</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Combat_Skills&amp;diff=1763"/>
		<updated>2015-10-13T21:57:21Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Skill_Header}}&amp;lt;/noinclude&amp;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|Stamina 1-4}}&lt;br /&gt;
{{nowrap|Stamina 5 }}&lt;br /&gt;
|Gain 2 {{gloss|stamina}} points.&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Health 1-3}}&lt;br /&gt;
|Gain a {{gloss|hit}}.&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Armour 1-3}}&lt;br /&gt;
|Unlocks heavier types of [[Armour|armour]].&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Shields 1}}&lt;br /&gt;
|Use a buckler of up to 15” diameter.&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Shields 2}}&lt;br /&gt;
|Use a shield of any size.&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Ambidextrous}}&lt;br /&gt;
|May simultaneously use two weapons up to 42” long . You must still obey the one-second rule.&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Two-Handed 1}}&lt;br /&gt;
|May use a weapon from 42-60” with both hands.&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Two-Handed 2}}&lt;br /&gt;
|May use a weapon from 60” to 108&amp;quot; long with both hands. These weapons may be of collapsible-tip (AKA &amp;quot;Stab-safe&amp;quot;) construction, and used to thrust with. When wielding weapons of this length, your hands should be at least 18’’ apart. You must pass an {{gloss|OC}} safety check to use this skill. &lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Ranged 1}}&lt;br /&gt;
|May throw uncored larpsafe weapons for {{call|SINGLE}}.&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Ranged 2}}&lt;br /&gt;
|May throw collapsible-tip javelins for {{call|TRIPLE}} {{call|STRIKEDOWN}}. You must pass an {{gloss|OC}} safety check to use this skill. &lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Ranged 3}}&lt;br /&gt;
|May use a bow/crossbow for {{call|CRUSH}}. All arrows cause this on a hit and you do not need to voice the call.&lt;br /&gt;
&lt;br /&gt;
You must pass an {{gloss|OC}} safety check to use this skill.&lt;br /&gt;
&lt;br /&gt;
If it is too close to safely take a shot, you may call {{call|LOOSE}} {{call|TRIPLE}} {{call|STRIKEDOWN}} at your target, unload your weapon, put the arrow back in its quiver and re-load the weapon. You should only do this if you have a clear shot, not if for example the target has a shield in the way of your bow.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Skills]]&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Unlocked Level 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=General_Rules&amp;diff=1762</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=1762"/>
		<updated>2015-10-13T21:56:31Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: /* 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;
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|CRUSH}} 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;
&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>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Armour&amp;diff=1761</id>
		<title>Armour</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Armour&amp;diff=1761"/>
		<updated>2015-10-13T21:56:00Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Any character may wear light (leather, padded, etc) armour on the chest to gain 2 Hits &lt;br /&gt;
*Armour lets a character take one {{call|CRUSH}} per {{call|REFRESH}} as {{call|TRIPLE}} {{call|STRIKEDOWN}}.&lt;br /&gt;
*Armour 1 gives additional Hits from chest armour and allows use of Heavy armour:&lt;br /&gt;
:Light chest armour gives 1 additional Hit (for a total of 3 hits).&lt;br /&gt;
:Heavy chest armour gives 2 additional Hits (for a total of 4 hits).&lt;br /&gt;
&lt;br /&gt;
::Heavy chest armour reduces your character’s Stamina by 2 (To a minimum of 0) and lets them take {{call|CRUSH}} as {{call|TRIPLE}} {{call|STRIKEDOWN}} as often as you wish.&lt;br /&gt;
::Heavy armour should appear to be made of metal.&lt;br /&gt;
*Armour 2 and 3 each allow you to cover an extra location with armour for additional hits: &lt;br /&gt;
:The 3 valid locations are both legs, both arms and the head. &lt;br /&gt;
:An additional location covered in light armour gives 1 additional Hit.&lt;br /&gt;
:An additional location covered in heavy armour gives 2 additional Hits.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Coverage&lt;br /&gt;
!Max hits gained&lt;br /&gt;
!Modifiers&lt;br /&gt;
|-&lt;br /&gt;
|None&lt;br /&gt;
|Torso, leather or padded&lt;br /&gt;
|2&lt;br /&gt;
|1 {{call|CRUSH}} as {{call|TRIPLE}} {{call|STRIKEDOWN}} per {{call|REFRESH}}&lt;br /&gt;
|-&lt;br /&gt;
|Armour 1&lt;br /&gt;
|Torso, leather or padded&lt;br /&gt;
|3&lt;br /&gt;
|1 {{call|CRUSH}} as {{call|TRIPLE}} {{call|STRIKEDOWN}} per {{call|REFRESH}}&lt;br /&gt;
|-&lt;br /&gt;
|Armour 1&lt;br /&gt;
|Torso, metal&lt;br /&gt;
|4&lt;br /&gt;
|May always take {{call|CRUSH}} as {{call|TRIPLE}} {{call|STRIKEDOWN}}&lt;br /&gt;
&lt;br /&gt;
-2 {{gloss|Stamina}}&lt;br /&gt;
|-&lt;br /&gt;
|Armour 2&lt;br /&gt;
|1 location other than Torso&lt;br /&gt;
|1 with leather or padded&lt;br /&gt;
&lt;br /&gt;
2 with metal&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Armour 3&lt;br /&gt;
|1 location other than both Torso and Armour 2 location&lt;br /&gt;
|1 with leather or padded&lt;br /&gt;
&lt;br /&gt;
2 with metal&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Metal armour may be {{gloss|physrep}}ped by metal or by lighter-weight materials such as polyurethane &amp;quot;Norton plate&amp;quot;. The Refs have the final call on what counts as metal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;For example, Sarah the Hegemony Soldier has Armour 3. In her full plate armour, which is metal and covers her torso, both arms and both legs, she would gain 8 {{gloss|hits}} (4 from a metal torso, 2 from metal arms and 2 from metal legs). &lt;br /&gt;
She doesn’t want to wear full battle armour at an Interactive. She wears leather leg armour and bracers instead. As this only qualifies for Light Armour for those locations, she only gains 5 {{gloss|hits}}, but may still take any number of {{call|CRUSH}}es as {{call|TRIPLE}} {{call|STRIKEDOWN}} due to still having the metal torso.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Transmutation&amp;diff=1754</id>
		<title>Prof:Transmutation</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Transmutation&amp;diff=1754"/>
		<updated>2015-10-06T20:00:11Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Faction Skill of the [[Guild_of_Mages|Guild of Mages]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill_Header}}&lt;br /&gt;
&lt;br /&gt;
{{Prof_Header}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Transmutation 1}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Orison|&lt;br /&gt;
By 5 seconds of {{gloss|appropriate roleplay}}, costs 0 {{gloss|stamina}}. Causes one of the following. Extinguish, Ignite, Create Water, Blow Air, Create Light. They do what they say, work at touch range and have no mechanical effect, working only briefly. You may research more effects by submitting them as a Major Action in your [[Downtime]].}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Transmutation 2}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Transference|&lt;br /&gt;
Remove {{gloss|effects}} from other people by placing them onto yourself or a willing target. The {{gloss|effect}} is moved and has its level and duration reduced by half. Moving an {{gloss|effect}} costs four times as much {{gloss|stamina}} as the effect’s level. {{gloss|Participants}} may spend extra {{gloss|stamina}} to reach this amount.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Alchemy|&lt;br /&gt;
By 10 seconds of {{gloss|appropriate roleplay}} and 2 {{gloss|stamina}}. You may turn about a glassful of water into one of the following: Acid, Alkali, Pure Alcohol, Lubricant, Glue, Solvent, Dye, Bleach, Cooling Solution, Heat Solution, Preservative. These last 30 min or until used. Other liquids at {{gloss|ref}} discretion, typically after {{gloss|PC}} research.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Transmutation 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Destruction|&lt;br /&gt;
The {{gloss|leader}} is the target of this {{gloss|ritual}}. The {{gloss|leader}} of the {{gloss|ritual}} then gains one use of {{gloss|instantaneous}} {{call|MAGIC}} {{call|TRIPLE}} {{call|KNOCKBACK}} after every 10 seconds of continuous, stationary roleplay. Other {{gloss|participants}} may leave after the first 10 seconds, only the {{gloss|leader}} is required to continue the Ritual. The total number of calls granted by this Ritual is equal to the number of {{gloss|participants}} +1. You may save calls up and use them later in the {{gloss|Ritual}}. If the {{gloss|leader}} voluntarily moves from the spot, the {{gloss|Ritual}} ends. When the Ritual ends, the {{gloss|leader}} loses the calls. This is the {{gloss|ritual}} of blowing up gates and boss monsters. This {{gloss|ritual}} must be performed in a loud, obvious manner.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Transmutation 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Subvert the Ideal{{ref}}|&lt;br /&gt;
Subvert {{gloss|effects}} and {{call|COMPEL}}s, altering the effect that they have. The casters will not know if they have succeeded against a {{call|COMPEL}}.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Transmutation 5}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Cleanse the Earth{{ref}}|&lt;br /&gt;
“Cleanse the Earth” can solve seemingly limitless problems via enough brute arcane force. Examples include removing an {{gloss|effect}} or {{gloss|wound}} entirely, blasting holes in a fortification, or casting out possession by a Stranger. However, it invariably has side effects in other areas. An exorcism subject may find their personality scrambled for a while. Sappers might take some {{gloss|wounds}} from backlash. The total {{gloss|stamina}} spent by the {{gloss|participants}} must be at least 10. {{gloss|Participants}} may spend extra {{gloss|stamina}} to reach this minimum. This {{gloss|ritual}} must be performed in a loud, obvious manner.}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Rules]][[Category:Skills]][[Category:Unlocked Level 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Trade&amp;diff=1753</id>
		<title>Prof:Trade</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Trade&amp;diff=1753"/>
		<updated>2015-10-06T19:59:54Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Faction Skill of the [[Guild_of_Caravaneers|Guild of Caravaneers]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction Skill of the [[Guild_of_Antiquarians|Guild of Antiquarians]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill_Header}}&lt;br /&gt;
&lt;br /&gt;
{{Prof_Header}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Trade 1}}&lt;br /&gt;
|&lt;br /&gt;
Gain an extra 32 {{gloss|Ducatto}} per week.&lt;br /&gt;
&lt;br /&gt;
{{Ability|Rumours|&lt;br /&gt;
May send in one rumour with your {{gloss|downtime}}. It will appear in the {{gloss|downtime}} of at least one other {{gloss|PC}}.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Trade 2}}&lt;br /&gt;
|&lt;br /&gt;
Gain an extra 32 {{gloss|Ducatto}} per week&lt;br /&gt;
&lt;br /&gt;
{{Ritual|Tireless Courier{{ref}}|&lt;br /&gt;
This {{gloss|ritual}} targets a letter, or a wrapped object under 18” square that is held by the {{gloss|leader}} of the {{gloss|ritual}}. It vanishes and will reappear in the intended recipient’s hands. This takes an unspecified amount of time. Send one extra letter per {{gloss|participant}}.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Trade 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Special Offer|&lt;br /&gt;
Gain 1 random item per week. This may be a {{gloss|talisman}}, item of historical interest or something else entirely.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Appraise|&lt;br /&gt;
You have an OC sheet of lore codes that you can use to read the value of an item from those written on a ribbon.}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Trade 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Negotiation|&lt;br /&gt;
Talk to someone for at least 10 seconds, informing them that you are not an enemy, spend 4 {{gloss|stamina}} and then call “{{call|EFFECT}} 4: You may not make system calls against me for five minutes, unless I make a system call against you”.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Trade 5}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Hard Sell{{ref}}|&lt;br /&gt;
The finest tool a salesperson could have. Its effects include, but are not limited to:&lt;br /&gt;
* Send a specific vision to a given person. More {{gloss|participants}} means it scales from “dream” to “in your face technicolour advert”&lt;br /&gt;
* Locate a person willing to sell you a specific form of good or service, if they are close enough to reach you. They will receive “{{call|COMPEL}} 1: Talk to &amp;lt;your character’s name&amp;gt; and a feeling of where you are.&lt;br /&gt;
* Move significantly larger objects than Tireless Courier is able to. Size of item and distance moved scales to the number of {{gloss|participants}}. &lt;br /&gt;
Other trade or communications effects are entirely possible with this {{gloss|ritual}}.}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Rules]][[Category:Skills]][[Category:Unlocked Level 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Talismancy&amp;diff=1752</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=1752"/>
		<updated>2015-10-06T19:59:35Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: &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}}&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:Unlocked Level 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Necromancy&amp;diff=1751</id>
		<title>Prof:Necromancy</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Necromancy&amp;diff=1751"/>
		<updated>2015-10-06T19:59:17Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Faction Skill of the [[Church_of_the_Aspirant|Aspirant Church]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill_Header}}&lt;br /&gt;
&lt;br /&gt;
{{Prof_Header}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tree is mostly concerned with the creation and manipulation of {{gloss|revenants}}, see [[Revenant]] for the rules for  {{gloss|revenants}}. All skills on this tree require a mostly-complete adult corpse of a sentient species. Anything else has insufficient complexity.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Necromancy 1}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Reanimate|&lt;br /&gt;
By performing a 30 second {{gloss|ritual}} on a deceased body, you make it rise as a {{gloss|revenant}} for around 10 minutes.}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|Extended Service|&lt;br /&gt;
By performing a {{gloss|ritual}} with N other people, you may extend the lifespan of a {{gloss|revenant}} by N days.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Necromancy 2}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|By Our Command|&lt;br /&gt;
By performing a {{gloss|ritual}} with N other people, you can upgrade your {{gloss|revenant}} with either +N {{gloss|hits}} or the capability to perform complex tasks. A {{gloss|revenant}} may only have one of these upgrades.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Retention of Service|&lt;br /&gt;
By 10s of {{gloss|appropriate roleplay}} to a dying {{gloss|revenant}} you may call {{call|CURE}} 1 on the target {{gloss|revenant}}.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Necromancy 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|As You Were Before|&lt;br /&gt;
Given 30 seconds of appropriate roleplay in a non-stressful situation, you may restore any {{gloss|revenants}} within touch range to full {{gloss|hits}} and repair any of their locations ruined by {{call|CRUSH}}. This costs 3 {{gloss|stamina}}.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Necromancy 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Aspire to More|&lt;br /&gt;
By performing a {{gloss|ritual}} targeting a single {{gloss|revenant}} you may add one of the following upgrades for each two {{gloss|participants}} you have in the {{gloss|ritual}}: (2 calls of {{call|STRIKEDOWN}}, 4 calls of {{call|KNOCKBACK}}, use polearm, use shield). The sets of calls are recharged by use of Necromancy 3 - As you were before.}} &lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Necromancy 5}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Unfettered Ambition{{ref}}|&lt;br /&gt;
You can experiment with giving {{gloss|revenants}} other powers and will be given a good idea of what is and is not possible.}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Rules]][[Category:Skills]][[Category:Unlocked Level 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Healing&amp;diff=1750</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=1750"/>
		<updated>2015-10-06T19:58:49Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This is not a Faction Skill&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill_Header}}&lt;br /&gt;
&lt;br /&gt;
{{Prof_Header}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 1}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Stitch-Up|&lt;br /&gt;
With 10 seconds of {{gloss|appropriate roleplay}}, during which the {{gloss|bleed count}} is paused, call {{call|CURE}} 1 to a {{gloss|dying}} character.&lt;br /&gt;
&lt;br /&gt;
In a non-{{gloss|stressful situation}} with  {{gloss|appropriate roleplay}}, you may heal all {{gloss|hits}} on an {{gloss|unresisting}} target and then call {{call|COMPEL}} 2: &amp;quot;You feel exhausted.&amp;quot; on that target.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Diagnose|&lt;br /&gt;
With 10 seconds of  {{gloss|appropriate roleplay}}, may determine what sort of {{gloss|wound}} someone is suffering from or how many {{gloss|hits}} they have left.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 2}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Nurse|&lt;br /&gt;
With 2 min of  {{gloss|appropriate roleplay}} you may suppress the effects up to 4 levels of {{gloss|wounds}}. You may divide this total up between multiple people. You must accompany the targets in order to keep suppressing their {{gloss|wounds}}. You may change whose {{gloss|wounds}} you are suppressing and by how much with 2 min of {{gloss|appropriate roleplay}}.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Splint|&lt;br /&gt;
In a non-{{gloss|stressful situation}}, you may heal a {{gloss|CRUSH}} effect with {{gloss|appropriate roleplay}}.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Field Medic|&lt;br /&gt;
In a non-{{gloss|stressful situation}}, you may heal all {{gloss|hits}} on multiple characters with  {{gloss|appropriate roleplay}}.}}&lt;br /&gt;
 &lt;br /&gt;
{{Ability|The Doctor is In|&lt;br /&gt;
In an appropriately equipped building (The {{gloss|interactive}} venue is always equipped for this) you may remove a number of {{gloss|wound}} levels from a patient with  {{gloss|appropriate roleplay}}. If the patient has {{gloss|stamina}}, it is reduced to 0. Each {{gloss|wound}} level healed using this skill requires one dose of {{gloss|Curative Herbs}}. How your PC applies or consumes these is down to your their Paradigm. Most equipped buildings will have a supply of these, you may also purchase them in Downtime or off the Guild of Surgeons for 4D each.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Field Healer|&lt;br /&gt;
Remove 1 {{gloss|wound}} from the target for each {{gloss|participant}} in this {{gloss|ritual}}.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Expert Care|&lt;br /&gt;
You may now suppress up to 8 levels of {{gloss|wounds}}.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Autopsy{{ref}}|&lt;br /&gt;
Given 30 seconds of  {{gloss|appropriate roleplay}} with a body, you can ask a {{gloss|ref}} for a limited amount of information on what killed that body, and what abilities the body might have had. Very useful for unknown monsters.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 5}}&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:Unlocked Level 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Biomancy&amp;diff=1749</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=1749"/>
		<updated>2015-10-06T19:58:20Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: &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}}&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:Unlocked Level 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Skills:Movement&amp;diff=1748</id>
		<title>Skills:Movement</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Skills:Movement&amp;diff=1748"/>
		<updated>2015-10-06T19:57:52Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Skill_Header}}&lt;br /&gt;
&lt;br /&gt;
{{Mystic_Header}}&amp;lt;/noinclude&amp;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|Movement 1}}&lt;br /&gt;
|&lt;br /&gt;
{{Spell|{{gloss|Instantaneous}} {{call|KNOCKBACK}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{call|STRIKEDOWN}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|Three calls of {{call|KNOCKBACK}} over the next ten seconds}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Movement 2}}&lt;br /&gt;
|&lt;br /&gt;
{{Spell|{{call|ENTANGLE}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{gloss|Instantaneous}} {{call|STRIKEDOWN}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{gloss|Instantaneous}} {{call|MASS}} {{call|KNOCKBACK}}}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Movement 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Spell|{{call|MASS}} {{call|STRIKEDOWN}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{call|ENTANGLE}} to two different targets}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{call|KNOCKBACK}} followed by {{call|ENTANGLE}} to the same target}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Movement 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Spell|{{call|MASS}} {{call|ENTANGLE}}}}&lt;br /&gt;
&lt;br /&gt;
{{Strike|{{call|ENTANGLE}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|Four calls of {{call|STRIKEDOWN}} to any target(s)}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Movement 5}}&lt;br /&gt;
|&lt;br /&gt;
{{Spell|{{call|WIDE}} {{call|ENTANGLE}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{call|MASS}} {{call|KNOCKBACK}} followed by {{call|MASS}} {{call|ENTANGLE}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|Six calls of {{call|STRIKEDOWN}} or {{call|ENTANGLE}} over the next ten seconds}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Rules]][[Category:Skills]][[Category:Unlocked Level 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Skills:Movement&amp;diff=1747</id>
		<title>Skills:Movement</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Skills:Movement&amp;diff=1747"/>
		<updated>2015-10-06T19:57:26Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Skill_Header}}&lt;br /&gt;
&lt;br /&gt;
{{Mystic_Header}}&amp;lt;/noinclude&amp;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|Movement 1}}&lt;br /&gt;
|&lt;br /&gt;
{{Spell|{{gloss|Instantaneous}} {{call|KNOCKBACK}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{call|STRIKEDOWN}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|Three calls of {{call|KNOCKBACK}} over the next ten seconds}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Movement 2}}&lt;br /&gt;
|&lt;br /&gt;
{{Spell|{{call|ENTANGLE}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{gloss|Instantaneous}} {{call|STRIKEDOWN}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{gloss|Instantaneous}} {{call|MASS}} {{call|KNOCKBACK}}}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Movement 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Spell|{{call|MASS}} {{call|STRIKEDOWN}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{call|ENTANGLE}} to two different targets}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{call|KNOCKBACK}} followed by {{call|ENTANGLE}} to the same target}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Movement 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Spell|{{call|MASS}} {{call|ENTANGLE}}}}&lt;br /&gt;
&lt;br /&gt;
{{Strike|{{call|ENTANGLE}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|Four calls of {{call|STRIKEDOWN}} to any target(s)}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Movement 5}}&lt;br /&gt;
|&lt;br /&gt;
{{Spell|{{call|WIDE}} {{call|ENTANGLE}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{call|MASS}} {{call|KNOCKBACK}} followed by {{call|MASS}} {{call|ENTANGLE}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|Six calls of {{call|STRIKEDOWN}} or {{call|ENTANGLE}} over the next ten seconds}}&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>Sirgnome</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Skills:Movement&amp;diff=1746</id>
		<title>Skills:Movement</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Skills:Movement&amp;diff=1746"/>
		<updated>2015-10-06T19:57:09Z</updated>

		<summary type="html">&lt;p&gt;Sirgnome: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Skill_Header}}&lt;br /&gt;
&lt;br /&gt;
{{Mystic_Header}}&amp;lt;/noinclude&amp;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|Movement 1}}&lt;br /&gt;
|&lt;br /&gt;
{{Spell|{{gloss|Instantaneous}} {{call|KNOCKBACK}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{call|STRIKEDOWN}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|Three calls of {{call|KNOCKBACK}} over the next ten seconds}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Movement 2}}&lt;br /&gt;
|&lt;br /&gt;
{{Spell|{{call|ENTANGLE}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{gloss|Instantaneous}} {{call|STRIKEDOWN}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{gloss|Instantaneous}} {{call|MASS}} {{call|KNOCKBACK}}}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Movement 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Spell|{{call|MASS}} {{call|STRIKEDOWN}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{call|ENTANGLE}} to two different targets}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{call|KNOCKBACK}} followed by {{call|ENTANGLE}} to the same target}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Movement 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Spell|{{call|MASS}} {{call|ENTANGLE}}}}&lt;br /&gt;
&lt;br /&gt;
{{Strike|{{call|ENTANGLE}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|Four calls of {{call|STRIKEDOWN}} to any target(s)}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Movement 5}}&lt;br /&gt;
|&lt;br /&gt;
{{Spell|{{call|WIDE}} {{call|ENTANGLE}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|{{call|MASS}} {{call|KNOCKBACK}} followed by {{call|MASS}} {{call|ENTANGLE}}}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|Six calls of {{call|STRIKEDOWN}} or {{call|ENTANGLE}} over the next ten seconds}}&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>Sirgnome</name></author>
	</entry>
</feed>