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points you can use or “wear” at one time. Your base<br />
Wear Point total depends on your class.<br />
Wear Bonuses<br />
You can add Wear Points to your base by purchasing<br />
the skill wear extra armor or by wearing good<br />
costuming.<br />
Wear Extra Armor: The skill wear extra armor adds<br />
5 wear points per purchase to your characters wear<br />
point total up to a maximum <strong>of</strong> 40 points.<br />
Costume Bonus: Any player will be awarded five<br />
wear points simply for being fully in costume with<br />
their entire visible costume fully fitting with the in<br />
game atmosphere. A marshal must be consulted to<br />
see if your costume warrants the bonus. You should<br />
do this at every chapter you go to as some chapters<br />
have different criteria to make this decision. When<br />
costume armor is damaged, you are not considered<br />
naked, it’s just your clothing is a bit shuffled and<br />
ripped up.<br />
The maximum Wear total a player can have is 40 (45<br />
with good costuming), no effect can augment this<br />
bonus higher by any means. Armor points granted by<br />
the spell “Shield” are considered Armor but do not<br />
count toward your Wear Point total.<br />
Physical Armor<br />
The Physical Armor Types are Leather, Chain Mail,<br />
and Plate.<br />
The table on this page shows the value <strong>of</strong> each<br />
Armor Type for each Body Location. Each location is<br />
worth one point for leather, two points for chain, and<br />
three points for plate except the chest and back which<br />
are worth three times as much since they cover a<br />
larger area.<br />
A suit <strong>of</strong> armor it may be rejected at any point on<br />
grounds <strong>of</strong> safety for such things including, but not<br />
limited to; protrusions, sharp edges, and unsafe<br />
materials.<br />
-Characters may select the armor type to use at each<br />
separate body location, making it easier for players<br />
to create their own personalized armor. Each<br />
location is considered covered in armor if at least<br />
three quarters <strong>of</strong> the entire area is covered.<br />
Locations with overlapping armor types count as the<br />
higher type.<br />
-A Suit <strong>of</strong> Armor is evaluated by adding the armor<br />
point value for each body location covered.<br />
-Armor does not have to be real to count for armor<br />
points, so long as it looks real.<br />
-The tag for armor allows a character to gain<br />
protection from a phys-rep rated up to the value on<br />
the tag. To claim the entire value <strong>of</strong> an armor tag the<br />
player must wear a phys-rep which has been<br />
evaluated by a marshal to be worth at least the value<br />
<strong>of</strong> the tag, you cannot wear 20 points <strong>of</strong> coverage,<br />
have a 30 point tag and claim 30 points <strong>of</strong> armor in<br />
game.<br />
Leather: Leather is any material, natural or<br />
synthetic, that looks like leather.<br />
Chain Mail: Chain Mail is made <strong>of</strong> material <strong>of</strong><br />
interlocking links whose holes are small enough not<br />
to easily catch a finger.<br />
Plate: Is armor made <strong>of</strong> rigid material that does not<br />
easily deform, or <strong>of</strong> material that accurately recreates<br />
the look <strong>of</strong> plate, either medieval or fantasy. Plate is<br />
made up or large pieces <strong>of</strong> metal or metal looking<br />
material.<br />
Refitting Physical Armor<br />
When a suit <strong>of</strong> armor takes damage it can be refitted<br />
to its full value. Refitting in this way can only be<br />
done by the armor’s wearer, and requires that the<br />
person spend an uninterrupted minute during which<br />
he can use no other game skills, cannot walk around,<br />
or be struck in any way. You may choose to interrupt<br />
yourself at any time. During the refitting the<br />
character will adjust (i.e. tighten straps, reposition<br />
plates) his armor so that it <strong>of</strong>fers the best protection<br />
possible. If the character is struck by any packet or<br />
weapon, the refit is interrupted for no effect and must<br />
be begun again.<br />
Weapons<br />
Weapon Combat<br />
Safety is always the primary concern in weapon<br />
construction. Unfortunately, even the safest weapon<br />
could cause injury if improperly used. Therefore, in<br />
addition to safe weapon construction guidelines,<br />
practice in the use <strong>of</strong> the weapon is needed to ensure<br />
that all players enjoy the game as much as possible.<br />
Below are additional restrictions on specific weapons<br />
Latex Weapons: may never be used for thrusting,<br />
stabbing or poking.<br />
Blunt Weapons: If a blunt weapon does not have a<br />
“head” on it, it will inflict one less point <strong>of</strong> damage<br />
than normal. Blunt weapons may not be used for<br />
thrusting, and are required to have a padded thrusting<br />
tip for safety reasons.<br />
Bows: You can use the bow in combat for blocking,<br />
but you may not attack with it. Once it blocks an<br />
attack, the bowstring is considered cut or unstrung by<br />
combat. The PC cannot fire arrows from it until he<br />
restrings the Bow (see below). For safety reasons, no<br />
taut bowstrings are allowed though a loose one may<br />
be used to sling the bow for carrying.<br />
Restringing involves at least 3 seconds <strong>of</strong> role-play.<br />
No physical representations for extra bow strings are<br />
needed.<br />
To Fire, the Bow must be held in front <strong>of</strong> the archer<br />
at arm’s length and must be aimed at the target when<br />
the packet is thrown. The archer must take the packet<br />
out <strong>of</strong> the quiver, touch the packet to the hand<br />
holding the bow, then throw. The packet must be<br />
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