Following is a bit more about the machintions behind the creation of our new LARP. Please leave me a comment if you like what you see, Or email me at Gyerger@gmail.com.
Combat
The first rule of combat is a basic understanding of how your health works. Every player that participates in Alpha Year will start with the Human starting vitality of
1(one) "Humor". "Humor" is the word that describes the numeric value that is synonymous with your current state of health/injury. A world caught in the throes of War
such as Strife of Nations is very dangerous and to reflect this there is not much to save a solider from the business end of a blade but for deftness and a good set of
armor. Once you reach 0 "Humor" you become a "Casualty". You must fall to the ground and may not defend or attack any, yourself or another player. You may crawl
as fast as your upper body can drag you. You may not use your legs. You may cry out for help (or beg for mercy) as loud as you like for 10(ten) minutes. If this
amount of time passes your character has expired and joined your ancestors in the footnotes of War. The is no way to aid the dead but to remember them fondly so
we suggest that you strive as much as possible to remain alive.
Melee
SoN's melee system is simplistic. Your weapon regardless of type (sword, hammer, sharp stick, etc) or size (one-handed, two-handed, three and a half-handed) deals
1 damage when they strike any part of a another player's body. Damage may be increased by way of Talents from character evolution or magic of some form. We
have created color coded system to represent the level of damage these melee weapons do:
Grey(Duct tape) = 1 Damage
Black(Colored Duct Taped/cloth cover for Latex weapons) = 2 Damage
Red(Colored Duct Taped/cloth cover for Latex weapons) = 3 Damage
This universal understood level of damage allows us to do away with a "Called" damage system and allows for the more realistic sounds of battle as there isn't a large
group of people giving you aggressive math quiz.
Damage may be parried by intercepting or counter swinging into any incoming blow from another weapon.
As long as the blow strikes your melee weapon first the damage is discounted.
Ranged
Melee is not the only physical damage in SoN. At the onset of Alpha year ranged attacks that utilize the weapon set of bow (with a tensile strength of no more then
20) and boffer arrows may be used. All boffer arrows must be aluminum shafted and the tip built to SoN's specifications (See Weapon construction")
As arrows are extremely effective at puncturing armor and rupturing organs in a body arrows that are fired from more then 5 ft away and strike a player deal 5 damage.
This damage may never be increased above 5.
Arrows themselves are not combat ready weapon nor are bow so they may never be used to defend against other types of damage
Arrows are a finite ammunition. A player may only carry what they can physically hold albeit in hand or with the aid of a quiver. Once an arrow is shot it cannot be
picked up and re-fired (although feel free to reclaim your property, we recommend players mark their arrows in a manner) A player must return to camp and
"Re-supply" which means they may then reuse recollected arrows assuming they have a sufficient supply or they could make/have them made (See "Character's
Holdings")
Armor
As players will generally have low body, armor is a valuable asset. Armor acts as a ablative barrier between a player's humor and incoming damage. For each point of
damage inflicted to the armor its "Armor Effectiveness" , or AE, is decreased in equal terms (1-1) until the armor is reduced to 0. When the AE of a player's armor
reached 0 that does not mean that the armor is ruined. When a player returns to camp to "Re-Supply" that player is assumed to reattach buckles, replace leather
straps and perform general maintenance on their war-gear. In effect a player that leaves camp keeps a current count of their AE until such a time as they return to
camp to "Re-Supply" at which time all lost AE is returned except for a 10% reduction (rounding up) to the "Armor Durability" or AD. AD is the actual state of condition
a suit of armor is in and it is the AD score that an armor smith uses to calculate the time and supplies they must use to repair the armor and also of course to
tabulate the cost of the owner for a job well done.
EXAMPLE: Tehglendon Von Yergerson wears armor that amounts to 15 points of AE. While out capturing a vital ford in the Immadyck River he takes 10 points
damage from Aethori defenders. When the unit he is attached to is relieved and recalled to camp to "Re-Supply", Von Yergerson enters his tent and adjusts his
harness and does the best any owner can to make his armor battle worthy again. After his "Re-Supply" Tehglendon's armor is replenished to 13 points AE. His armor
lost 10% AD from damage, as a untrained professional, he could not repair which amounts to 1.5 points from 15 which is rounded up to 2. Now until Tehglendon takes
his harness to the armorer to be properly tended to it will remain 13 points unless he recompiles again and then lose a further 2 points.
NOTE: Every time a player uses "Re-Supply" their armor will decrease 10% whether or not they have seen combat. This represents the difficulty in proper care of
armor.
If a player becomes a "Causality" and they survive the ordeal they will lose 25% AD as their armor has seen the brunt of abuse from battle.
There are 3 types of armor with different values
Leather = 5
Chain = 10
Plate = 20
There are also 4 areas of the body which may be covered by any 1(one) type of armor
The Lower Extremities (Legs starting from the thighs to the bottom of the calves)
The Upper Extremities (Arms starting from the shoulder to the wrist)
The Torso (Chest to groin)
The Head (Top of head to bottom of neck)
In order for any type of armor to give it's benefit any 1 piece must cover at lest 50% of any one area.
Armor may not be stacked on top of armor on the same area but different types of armor may be used by a player.
Shields
Shields are considered armor. Shields however work differently then worn armor as they give a "Soak" (which means it absorbs damage but does not decrease its
effectiveness) of 5 damage to any damage that contacts the shield first. Shields may be any size but for one restriction; they may never be larger then the area
between the using players nape of neck and knee. This means that shields will may not be standardized sizes but will all give the same amount of effectiveness.
Evaluation
We understand that not all players can afford the best quality or even average quality armor. To allow players to use armor that isn't actually armor Staff will evaluate
each piece and give it a rating. There are 3 ratings
Sub-Par: negative 5 points
Par: standard points
Exemplary: plus 5 points
Sub-par is reserved from armor the isn't quite armor nor is aesthetically accurate. This is more reserved for Chain mail and Plate mail as they are often time expensive.
Leather may also fall into this category but due to the negative point adjustment it will count for nothing.
Par is the most common and the norm for armor. Chain mail that is butted, leather that is homemade to fit, and plate mail the is machine-pressed are all example
forms of armor that receive neither a bonus or a detriment do to their role as accurate physical representation
Exemplary is for armor that is authentic and/or made to quality above the norm. Riveted chain mail, plate mail with roping and leather that is authentically tanned or in
some cases pleather that is custom made to portray certain style are examples of armor that is a cut above the rest.
It is the discretion of Staff to use their judgment on armor evaluation.
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