WAR Weapons and Armor Policy 2007
Goal:
The goal of this policy is to maintain safety in fighting, as well as using the Smithing and Armor Suite playtests in the spirit in which we believe they were intended.
Weapon
Safety:
With the variety of materials
and technology to make weapons, it’s important that we maintain the safety for
our players. For this reason, a
Weapon/Armor Marshal must inspect every weapon to ensure safety. For each weapon checked, the weapon marshal
will provide a safety tag with a description of the item. This tag must be attached to all approved
boffer weapons, and must be kept on the person for all latex weapons. Weapon Marshals are trained and will decide
whether a weapon passes or not. They
have the right to deny any weapon for reasons pertaining to safety. ULTRALIGHT WEAPONS ARE NOT PERMITTED.
Latex swords in particular have
been found to be possibly painful and subject to wear. No latex weapon can be used for waylay or
for thrusting. Players using latex
weapons are suggested to check their weapon after every combat to monitor the
condition of the weapon. All players
using latex weapons must find a Marshal at some point in the Afternoon each day
of an event for another inspection.
Failure to have your weapon checked can result in a verbal warning and
habitual failure to get the weapon checked could result in the player losing
their right to use their latex weapon.
In addition, a player’s fighting
style may not work with a specific latex weapon. If a player is found to be hitting to hard, waylaying or
thrusting, or making other players uncomfortable by their use of a latex
weapon, that player will be warned. If
these issues continue, the player may lose the right to wield that weapon, or
possibly any latex weapon. This ban
will never be more than 3 months, but when they return, they will not be given
a warning and if the issues return, then the player may be banned altogether
from using latex weapons in WAR.
A player’s weapon, which is
found to be wearing down, can be passed on a temporary basis. In this case, the character’s sheet will be
marked with a note describing the weapon in question. If the player brings that weapon to the next event and the
problem is not fixed, they will not be permitted to use that weapon, and the
availability of a weapon will be under plot’s discretion. In almost all cases with common weapons, a
plot weapon will be provided, but plot and not the player will decide upon the
rep used.
Players found using unsafe
weapons and weapons with no safety tag will be subject to disciplinary action.
General
Armor Rules:
WAR will be using the Armor
Suite rules for the 2007 season. In the
past season using Armor Suite, we have found some holes in the structuring of
the system and we will be working to correct them.
Players must have their armor
rated each and every event that they attend.
There is a spot on their character sheet where their armor rating is
recorded along with the marshal that rated it.
If later in an event a player adds or removes pieces of that armor, it
must be re-rated.
Five points of costume armor can
be earned, but IT MUST BE MARKED BY A MARSHAL.
Players cannot use the costume armor without having it rated. Unlike past years, it will be more difficult
to earn the five points for costume.
Characters wearing armor can
have their costume based on the materials used to make their armor. If players have a minimum of armor necessary
to cover the area, use materials that would not be reliable as real armor, or
armor that looks out-of-game, will not get the five points of costume credit.
Remember, the 5 points of
costume, should you earn it, does not need to be represented but counts towards
you maximum armor for your class.
A character can only rep as much
as their sheet says, and anyone found carrying or using an armor tag/tags any
higher than their rep will give up tags until they no longer exceed their rep.
Players who take off armor due
to breeches in armor should get a verbal armor rating from a marshal the first
chance they get.
Players who abuse the rules by
habitually not having a rep for armor or abusing the armor rules will be
subject to disciplinary action.
Charging:
Charging is whenever a person
gets too close to a person in order to fight safely. Different weapons have different reach, and players should not
lose effectiveness on their weapons. As
such, use judgment when calling charging.
When in doubt, let a marshal who is not involved call charging. Players continually abusing this by
habitually calling charging on players to get an edge will be subject to
disciplinary action.
Smithing:
Smithing allows two IG skill
effects, and those are Sharpening and Refitting Armor. A player may use their ranks of Smithing at
any point in time during the day to sharpen a weapon, but if they use they can
only use their workshop levels to sharpen weapons at logistics. Even though we only hold logistics at the
event, a sharpened weapon will only be sharpened for a single day and will lose
their sharpening at normal re-up (6:00 PM).
In order for a character to sharpen a weapon, they must have the
required levels of Smithing to be able to do it without the aid of a
workshop. Thus, a character must have 3
levels of Smithing to sharpen a weapon to +1, 9 levels of Smithing to sharpen a
weapon to +2, and 21 levels of Smithing to sharpen a weapon to +3.
Sharpening outside of logistics
requires 5 minutes per +1 to the weapon.
During this time, a character should roleplay
sharpening/weighting/reinforcing the weapon.
Even though the term sharpening would not help
weapons without edges, sharpening can be applied to any weapon, including bows,
which bestow the sharpening bonus on all arrows fired, as per the Archery Aura
playtest. To help maintain better
atmosphere, smiths are suggested to call it different things for different
weapons, such as weighting blunt weapons and reinforcing bows.
Smithing levels can also be used to refit
armor. By exhausting one level of
Smithing, a smith may refit armor on a 3-second count (Rapid Refit) or refit
armor that was breeched to full on a 60-second count (Flawless Refit). They cannot do both. The Flawless refit must be completed within
5 minutes of the armor being breeched for it to go back to full value. For both of these instances, characters must
follow all rules for refitting, found below.
If a player is interrupted during a Rapid or Flawless refit (uses any IG
skill or walks away from where they’re standing) the skill is expended, even
though the refit was not complete.
Refitting:
In-game, refitting is the act of
completely adjusting one’s armor after or during battle. As such, this act requires both hands to be
free. In addition, nothing can be held
under the arms or any other way to free up the hands outside of the spirit of
the rules. This act requires full
concentration, and the person wearing the armor cannot move from where they’re
standing. People cannot refit their
armor simply by patting themselves on the chest.
Refitting is a visible act, and
simply tapping yourself on the chest and hiding it in some way is not
allowed. By the NERO 8th
Edition rules, players are expected to drop to one knee to refit. Since many of our players have bad knees, we
will not require that. Anything that
makes it obvious to those around you is acceptable.
Finally, note that the 3rd
level spell “Refit Armor” only emulates a normal refit. If armor was breeched, the spell will not
restore that breech.
Disciplinary
Action:
Players who are found abusing the rules can be subject to disciplinary action, which can include losing access to skills, suspension, and banning. While these are extreme, we do not expect to have to use any of them. Everyone is here to have a fun time and remain safe within the rules.