Weapons

Combat

The Combat system for this game is very simple. To Deal Damage make contact with a Strike of your boffer weapon against an opponent. Strikes are to be no harder than “half strength.” In other words, don’t go beating on people with all of your actual physical strength. You’ll hurt someone or yourself.

Armor, shields and magic complicate how much damage is dealt and healing makes that damage go away!

Weapons

Weapons must be approved by staff at check in. Boffers are foam weapons. See staff for approved mass manufacturers and approved construction methods. Nerf, and other foam dart firearms and archery toys are allowed.

Acquiring Weapons, Armor and Shields

Item Values are determined by their Base Cost multiplied by their Material Rating.

Steel Caltrops would be 25 Yon

Advantage: Equipment
Characters may start out or expand their Equipment Advantage using their point during character creation and expanding with Experience Points. These are rated at approximately 10 yon per rank or 6 Experience Points per Rank.

Yon
If the Character saves up enough Yon (In game currency) and there are the appropriate resources, such as a blacksmith or gunsmith, the character may pay to have their existing items upgraded or simply buy new items.

Loot
Acquired through roleplay, either as rewards, found along the game play or even given by NPCs, if the player is given the item card, that loot is the character’s to do with as they please.

Barter
Players are encouraged to barter and trade with each other. Another player may have an item you want and you may have an item they want in return! Simply trade the item cards!

*Firearm Values
Firearms are generally valued at their Damage rating Multiplied by 10 Yon

Ratings of Damage and Protection

Items Damage or Protection is determined by their Item Base rating +their Material Rating

Steel Caltrops cause 6 Damage

Perception Based Weapons
Certain weapons can switch Perception in place of Strength when precise skill is needed to handle the weapon or to inflict damage for the purposes of determining damage rating. Some examples of these include rapiers, quarter staves, firearms and in some cases daggers.