Downtime: Difference between revisions
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*Healing: As well as automatically healing 2 Wound levels after the interactive, those wishing not to attempt to be healed in uptime can spend 16D per Wound level getting healing. |
*Healing: As well as automatically healing 2 Wound levels after the interactive, those wishing not to attempt to be healed in uptime can spend 16D per Wound level getting healing. |
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*Buying Curative Herbs to use with the Healing 3 Skill. These cost 4D each. |
*Buying Curative Herbs to use with the Healing 3 Skill. These cost 4D each. |
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Revision as of 12:01, 27 February 2015
Downtime
- Downtime is the time that passes in the world between events, as opposed to Uptime, which is what happens in an Interactive or Linear. Your characters are busy people, and when not at the bar their Faction will have plenty of work for them.
- You have the option to specify one Major Action and a few Minor Actions that your character attempts during Downtime.
- Downtime actions are not guaranteed to succeed; you will be told the results before the next interactive.
- Any items you receive in your Downtime will be specifically defined by the Refs, and you should pick up the appropriate Ribbons and/or Cards from them at the Interactive.
Gaining XP and Downtimes
- Characters gain 1XP per week.
- Characters gain an extra 1XP and a Downtime if you played them for more than 30 min this week. We will not clock-watch on this, so don't feel you need to stay in for exactly 5 minutes more for some XP.
- You gain 1XP and a Downtime for an existing PC you didn't play this week if either you:
- Played NPCs for more than 30 min of the Interactive.
- Played NPCs on the Linear.
- If you play NPCs on the Linear, you will earn an extra Major Action for one of your PCs.
What to put in Downtimes
- Any XP spent on Skills.
- Any Major or Minor Actions your PC undertakes.
- Anything we may need to know about from the Interactive.
- Any drugs your PC took this week. They are rip-open lammies with a description on the outside, and will say to tell the Refs
- Please state your downtimes concisely. Descriptive passages are interesting and often appreciated, but the refs have limited reading time. The Refs reserve the right to veto downtime actions that they cannot swiftly understand. If you would like to submit a long-form action, we'd appreciate a short summary at the top. All mechanical decisions will be made on the summary, not the fiction.
Downtime Actions
Major Actions
Major actions are things you plan to do. Things that affect the world around your PC, have a chance to fail or not go to plan, or require a detailed response from the Refs. For example, although researching a subject in your Embassy’s archives might not affect anyone else, the Refs will have to write up the information for you, so it’s a Major Action.
Examples of Major Actions:
Click "Expand" to see a list of common Major Actions.
You may only choose ADVENTURE! or Improvised Ritual once per DT, even if you have 2 Major Actions. Anyone can spend money when trying to get information, especially on other Factions, to improve their ability to do so. The more money the better |
Minor Actions
Minor actions are things the refs need to know. Stuff that can for the most part just happen, and to which the Refs can reply “okay, noted”.
Click "Expand" to see a list of common Minor Actions. Examples include:
How do I send in my Downtime?You may submit your downtime here
Doing nothingNo Flag, No Country is a Live-Action Roleplaying Game, not a play by email RPG. If you don’t want to submit a downtime, that’s fine! |