Basics
Combat in Berserkr must
only take place with appropriate (“boffer”) weapons
and packets. Light 45 to 90 degree weapon swings are usually safe hits. You may
not use weapon-catching devices, completely hide behind shields (“turtling”), or shield bash during combat.
Legal Hits
Since safety is a prime
concern, no hits that cause pain should be accepted. Those that do not hurt
should always be accepted, wherever the blow lands, but never aim for
potentially painful spots (head, crotch, spine, etc.). If your attacker is
hurting you, tell them that they are swinging too hard/using an unsafe weapon
and that you are not accepting their damage.
Safe Fighting
Some forms of fighting
lead to dangerous situations and hits. These include jumping, turtling, and charging opponents.
Critical System
You may choose to use a system
of modified damage based on location and potential power of hits. You should
not actually swing harder, but rather wait longer as if “building up power.”
You may not use this system to increase damage drastically (especially if your
damage is low to begin with). I recommend no more than a modification of up to
1/3 your max, no more than 3, with 1 weapon under normal circumstances. If you
choose to use this system you must use it for more AND less damage, not just
more. This may also be used by a defender based on hit location. Some creatures
will not take effect from criticals, notably Elementals. Also, many fighter
abilities are known as “Criticals,” these are different than critical damage.
Weapon Construction
When constructing
Berserkr-safe weaponry, the foremost thing to keep in mind is safety. This is
because we don’t want any unsafe weapon-related injuries. Most melee weapons
are built with ½” or ¾” PVC, or “Ultra Light” cores (such as graphite/fiberglass,
these non-PVC cores must be noted at the safety check) and insulating closed-cell
pipe foam 5/8”+ thick walls. Latex weapons are rarely allowed. Rubber-like
insulation is never allowed by itself, there must be closed cell foam. It is
important that you get the correct size of foam; if the foam is too tight the
weapon will NOT pass inspection. If it is too loose, a smaller section of foam
should be cut out and put inside along with the core, to make sure it doesn’t
rattle much. You will also need duct tape (some prefer to use fabric rather
than tape). Any type or colour will do, though avoid
the extra thick kind (silver “Duck” brand is too rigid). Most weapons are
silver, black, or brown, while some claw physreps are
red. Painting weapons is discouraged (kinds that wont make the weapon rigid and
hilt designs are allowed). Ace Hardware carries all of the needed materials
except foam. Weapon quality foam can be purchased from www.larpware.com. You’ll also find a box cutter
to be handy, though scissors work. You will also need a saw/PVC cutter unless
you have Ace cut it into the sizes you need. Cut the shaft of core 6” less then
you want the weapon (more for thrusting [spear] weapons) for room for the tips.
Electrical tape both open ends of the core. For a basic sword, take a shaft of
foam 1” longer then the “blade” of the weapon will be. Slide it down leaving 1”
extra foam at the end and secure it with duct tape. Cut a 1” piece of foam off
& in half, roll it up and put it in the end of the foam. Tape it shut. Cut
one piece of foam about 6” and put a hole in the middle lengthwise. Slide this
on leaving enough room at the end for your hand and a waylay tip and tape it
there. Add a piece of foam 1” beyond the other end of the weapon after leaving
grip room, similarly stuffing & taping the end (waylay tip). Now add 2”
soft, squishy open-cell foam tips on the ends (weather stripping). You can find
open-cell foam in craft or fabric stores and some hardware stores. Cover the
weapon with duct tape laying the tape lengthwise down the “blade” (make the
fabric into a somewhat tight fitting). Do not compact the squishy open-cell
foam with the duct tape. Wrap electrical tape around the handle for grip. You
now have a complete basic sword. Test it out for general safety. Do not swing
hard.
Shields must be at padded
at least 1” (preferably 2”) around the rim and not have anything hard sticking
out the front. A shield can be up to around 3’ (36”) max dimension (9 sq ft
max) but it really all depends on over all area & its size compared to
yours (being no more than about half your height or so). Anything too big will
be a 2 handed shield. Only shields made by weapon safety standards may be used
to hit anyone. Round shields are encouraged.
Thrown weapons may not
have PVC in them (aside from a small, well padded & secured weight), and
should also have open cell tips (1/2”+). Damage is just like melee weapons. May
not be used in melee unless approved (long enough not to punch someone)
Fist reps must be padded
at least 1”, preferably with a layer of open cell on top of that. They must
have a good grip (tennis racquet grip is suggested) so that the boffer part is not knocked aside while your actual fist
keeps punching. These are usually made by making a square of PVC with L joints.
Make sure all joints are properly glued. Fists are 12” from grip to tip, claws
are 12” from end to end, and may only be used to swing or stab (no punching
without fist cover).
Packets have to be filled
with some soft material (small birdseed without sunflower seeds or polyurethane
plastic beads (beanbags) are the best materials), have a tail long enough to
hold, & have a material heavy enough to fly when thrown. Arrow packets must
have a string that’s long enough to be easily seen (beyond tail, 6” or so) tied
around it. Packets should be bigger than a dime, smaller than 2 quarters, and
packed loose enough to be felt through.
Weapon Lengths (in
inches):
(pole
blades may not be more than ½ the total weapon size)
(grips
may not be more than ¼ the total weapon size)
|
Type |
Min length |
Max length |
Min pole blade |
Max pole blade |
Max grip |
|
Small |
6 |
24 |
3 |
12 |
6 |
|
Short |
24 |
36 |
6 |
18 |
9 |
|
Long |
36 |
48 |
9 |
24 |
12 |
|
2 hand |
48 |
72 |
12 |
36 |
18 |
|
Bow |
24 |
72 |
- |
- |
15 |
Weapon Damage:
|
Size |
Bludgeon |
Sword/Pole |
|
Small |
1 |
2 |
|
Short |
2 |
3 |
|
Long |
3 |
4 |
|
2-hand |
4 |
5 |
**bow damage falls under separate rules
Berserksgang
When prompted to fight
with good reason (usually extreme anger over something in specific linked to
your History), one may enter a berserk rage by calling out “Berserk,” gaining
10 Body, 10 Attack, 10 Defense, 3 Strength, and 4 Ripping Strength (allows a
character to rip free from bindings up to 4xp in a 3-count). During this time
you may only fight madly & wildly (no casting, production, etc.). A berserk
is immune to all mind controlling effects (charm, fear, confusion,
hallucinate). It lasts as long as reasonably necessary (usually until the end
of a fight, but not for searches). Upon stopping you take the effect of
weakness. You lose any of the 10 extra Body remaining and all other stats
gained from the rage. The Weakness lasts for the amount of time spent in berserksgang (minimum 1 minute), and for another of that
time, you will be reduced to walking speed and ½ Attack, Defense &
Strength. After this time stats return to normal (any Body down is still down).
You will not remember things clearly during the berserksgang
or the first weakness. You may not berserk soon after another one or if you are
Weakened, unconscious (duh), etc.