Glossary
From NFNC
Ability
Abilities are things that a single character can do. They will state how long they take and if you need to spend stamina to use them. They all require appropriate roleplaying.
Armour
Armour refers to protective equipment made from padded cloth, leather or metal. Any character can gain 2 hits by wearing any armour that covers their torso. Characters that have bought the Armour skill can benefit from heavier types of armour. Read more..
Bleed Time/Bleed Count
Bleed time and bleed count both refer to the time a character must spend dying before becoming terminal. Some rituals and wounds can change this for the better or worse.
Character (PC)
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.
Directed Player Character (DPC)
Dying
A character is dying if they have lost all of their hits. They can take no IC action other than talking/yelling, they also cannot resist any action done to them. A character ceases dying if they regain hits. After 120 seconds dying a character becomes terminal. Read more...
Effect
Encounter
Enhancement
Hit
IC
Non-Player Character (NPC)
OC
Reanimate
Reanimation: Brief the target “You are now a Revenant for this encounter. You have X hits. Mindlessly attack the first target I command.”. Where X is determined by the skill you used to reanimate the target.
Revenant
Revenants are mobile bodies that are created by either the Necromancy profession tree or the Corpus mystic tree. For more information see Rules:Revenant.
Ritual
Rule 7
Stamina
Strike
Spell
Talisman
Terminal
Wound