Main Page: Difference between revisions
From NFNC
Line 24: | Line 24: | ||
===Recent Updates: === |
===Recent Updates: === |
||
+ | *[[Wounds_and_Dying#Wounds|Wounds]] have been clarified to better deal with characters who have acquired multiple wound tracks. |
||
*We have made the first set of changes folling the Rules Review: |
*We have made the first set of changes folling the Rules Review: |
||
**The Stamina cost of Heavy Armour has been reduced. |
**The Stamina cost of Heavy Armour has been reduced. |
Revision as of 18:17, 4 February 2015
No Flag, No Country: The Manual
Introduction
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.
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.
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.
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...
The year is 615 Post-Collapse, and the treasures of Mat Sellah are yours for the taking.
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.
Announcements
Starting XP
- This week, any new PCs have 48 XP.
Recent Updates:
- Wounds have been clarified to better deal with characters who have acquired multiple wound tracks.
- We have made the first set of changes folling the Rules Review:
- The Stamina cost of Heavy Armour has been reduced.
- A call of NOTHING accompanying a blow with a weapon indicates that the blow is not hard enough to cause your character to lose a Hit.
- The Doctor is In ( Healing L3 Ability) will now require Curative Herbs costing 4D. A supply of these will be provided each week to the interactive venue. More may be purchased in downtime.
- Revenants created by Necromancy now become Dying and bleed out in 30s when reduced to 0 Hits.
- Necromancy 1 now grants the ability to extend a Revenant's lifespan.
- Necromancy 2 now grants the ability to CURE 1 on the target revenant.
- Necromancy 3 now cannot be used mid-combat.
- Necromancy 4 now has multiple upgrade options, rather than just KNOCKBACK.
- We have updated the section on Sacrifice with how it is believed to work IC. This was on the original Manual but was late in being transferred to the wiki.
- We have clarified the use of Biomancy and other disguise methods in uptime on the page Disguises.
- Necromancy and Corpus have been updated with further information on the valid targets for each. Corpus simply requires a body. Necromancy requires the body of a sentient creature.
Full rules change list is here.
We will keep the most recent updates on the front page.
Please email feedback to larp-feedback@srcf.net. We will be reviewing the rules after the first term and may make changes over the Christmas break. We will not make any major changes before then unless there is a clear game balance issue.
Setting | Rules | Helpful Pages |
---|---|---|