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There will be no such thing in a Boffer LARP. Whoever Swings First has "Intiative".
There will be no benefits or drawbacks for this.
Rounds:
Again no such thing. You can attack as many times as you physically can attack.
MUNCHKINS BEWARE! You will have to take what is considered to be a "full swing"
for the weapon you are using in order for each attack to count. In other words, no laying
your katana on someone's arm and tapping them as fast as possible in order to do as much
damage as you can. Not only will such hits be discounted for being annoying at best,
your character may take a penalty to his or her honor for not fighting in accordance with
Bushido.
Full Attack/Defense:
As mentioned above, there are no rounds so at the present time there will be no
mechanical benefits to going on full attack or defense.
Raises:
As there are no skill checks to see if you hit your opponent or not, raises cannot be called
in combat with a few exceptions noted below in Skills and Void Points.
Mass Combat:
Mass Combat is one of the most fun things about Boffer LARPs and as such it is
completely allowed. However, the no more than 4 people can attack 1 single person
without the GM's approval. This currently includes ranged attacks. The guideline here is
safety, until the skill caliber of the group is determined this guideline will remain in
place. Large NPC's will announce how many people can attack them.
Damage Tests:
It is up to the players to call out how much damage they do with each swing. It is also up
to the players to keep track of how much damage they take. Note unless called with the
swing, a weapon only hitting the clothing of the target does not count as hitting the target,
you must hit their body. Damage will be your character's Strength + the Damage Rating
of your weapon. Example, A Dragon Samurai with a Strength of 3 wielding a katana
must call out 7 every time they make an attack.
Wounds:
Wounds will stay largely the same with each character having 6 wound ranks. Each rank
contains twice your Earth Ring in wounds, with the exception of Down which has 4x
your Earth Ring. Dead is Dead. Example, A Crab Samurai with an Earth Ring of 4
would have 8 wounds in their Unscathed, Hurt, Injured, and Wounded Wound Ranks;
and 16 wounds in the Down Wound Rank. Each wound rank has a penalty to skill checks
and damage dealt. Players must keep track of their own wounds. Example, the same
Crab Samurai was hit twice by the above Dragon Samauri, each time taking 7 damage.
That is a total of 14 wounds which would put him in the middle of his hurt Wound Rank.
The Crab Samurai now takes a -4 penalty to skill checks and the damage he does.
The Wound Ranks are:
• Unscathed -0
• Hurt -4
• Injured -6
• Wounded -8
• Down N/A
• Dead
When a player is Down, they can no longer fight and must kneel, sit or lie on the ground.
When they reach dead, it is time to make a new character. MUNCHKINS BEWARE!
Killing a downed opponent is a highly dishonorable act. Doing so will likely have the
authorities after you.
Armour:
Might be appropriate to talk about armour here. Most Samurai starting kits will include
some form of armour. Your character will only gain the benefit of armour if you wear
some physical representation of it. Kendo armour is acceptable, as would be making
something out of craft foam. It basically just needs to look like armour and look
somewhat appropriate for an Asian setting. Unless your character is a gaijin, it can look
like western amour but you will likely take honor or social penalties.
All that said there are basically two kinds of armour. Heavy and Light. Heavy Armour
grants 4 points of Damage Reduction and a -2 penalty to Skill Checks and Damage
Dealt. Light Armour grants 2 points of Damage Reduction and no penalty. Example,
Our Dragon Samurai friend has decided to wear heavy armour. He must now call 5
damage whenever he attacks. The Crab Samurai, whose strength is 4, hits him with his
own katana. the Crab samurai calls 8 damage but will only do 4 damage when he hits
the heavily armoured Dragon Samurai.
Iaijutsu Duels:
These are a strange amalgamation of a social and combat situation. The first half of these
will remain the same. Each duelist will make an Unopposed Test of their Awareness +
Iaijutsu vs. a TN of their opponents Insight Rank x 5. If successful, they gain knowledge
of their opponents Agility, Awareness, Iaijutsu, Reflexes or Void. Each Duelist will then
choose which stat their opponent uses for the First Strike in the duel. After this is done,
the Duelists will take their stance within range of the other. Katanas will be sheathed (or
the closest approximation the boffers will allow), Iaijutsu is performed with katanas. If a
duelist refuses to use a katana, honor will be affected accordingly. Once the duelists have
assumed they're stances they begin to focus. For each full 5 seconds they focus, the
receive a Free Raise to be applied to the damage (+2 Dmg) of the First Strike. GMs may
award additional Free Raises for particularly dramatic flairs in duels. After the first
strike, if the duel is to the death combat may proceed as normal. If it is not the winner is
he who dealt the most damage. Damage of the First Strike is the Duel Trait, chosen
above, + the Damage rating of the weapon. Armour is not worn in duels. If the Duel is
to First Strike or First Blood, each duelist physically gets one parry and strike. If the
First Strike is parried by each duelist this is considered a Kharmic Strike. Each is
considered to have won the duel.
Parries, not dodges, may be called out on the first strike but may also be canceled by your
opponents Iaijutsu skill. This can continue until you yield or run out of points.
Void Points may be spent to grant Two Free Raises to damage (+4) or grant a dodge.
Normally only one Void Point may be spent per strike.
Special Calls:
Piercing: When this is called after damage that means that armour is half as effective to
this strike.
Crushing / Ultimate Crushing: When this is called after damage the means that it
completely bypasses Armour. If Ultimate Crushing is called then even damage reducing
techniques are bypassed.
Fire/Ice/Poison/Jade/Shadow/Etc: These are descriptors to damage. Which means that
the damage called is of the type called and resistances/weaknesses or immunities are
applied as appropriate.
Entangling: If this call is made and the strike lands that means that for as long as the
weapon is touching you, or the spell is in effect, you are immobilized and may no longer
use dodge skills. If two entangling effects have you, you may no longer use parry skills.
If three entangling effects have you, you may no longer physically fight.
Strength: You may get a number of points equal to your strength per session which you
may spend to break entangling effects. You must call Strength when this happens.
Immune: Whenever you are immune to an effect you must call Immune.
Cancel: Negates the called parry or dodge, the point is still consumed.
Disarm: When this is called and your weapon is struck you must drop it.
Sap: This will always be called with a number and duration following it. The number
will be the damage penalty you suffer to all your damage, and the duration will be for
how long it affects you. Example, a Scorpion Shugenja has cast Wind-Borne Slumbers
and hit the Crab Bushi. She now must call Sap, 3, Concentration.
Boost: This will always be called with a number and duration following it. The number
will be the damage bonus to all your damage, and the duration will be for how long it
affects you. Example, the Scorpion Shugenja has cast Wind-Borne Speed on the Dragon
Bushi. She now must call Boost, 2, 10 Seconds.
Shield: This spell effect grants immunity to certain types of damage. It will always be
followed by the type of damage it works against and how many hits it lasts.
Heal: This effect returns of number of wound points equal to the number called after it.
Immunities and Resistances do apply.
Steal: This effects steals whatever is called afterwards from the target and given to the
caller.
* # Hits: A duration tacked on to certain spells or effects. It lasts for the number of Hits
called, even if they do no damage.
* # Seconds: A duration tacked on to certain spells or effects. This is always called with
a number, and it is up to the target to keep track of how long these durations affect them.
* Concentration: A duration tacked on to certain spells. This means the spell is in effect
until the shugenja cancels it or can no longer upkeep it, due to being Down or Dead.
* Cancelled: This is called by Shugenja who wish to cancel a spell they are concentrating
on. They must always call the effect they are canceling first. Example, the Scorpion
Shugenja now wishes to cancel Wind-Borne Slumbers she must now call Sap Cancelled.
Advantages:
Ambidextrous (3 pts): Normally when using a weapon in your off hand you incur a -2
penalty to damage. This advantage negates that.
Combat Reflexes (N/A): This Advantage will have no effect in this game. Don’t take it.
Crab Hands (6 pts / 4 pts for Crab Clan): Normally you cannot make raises to damage in
combat if you are wielding a weapon you are unskilled with, even with Void Points.
With this advantage you get three extra Skill Points to use for Parries or Free Raises on
such weapons. You must still purchase such weapons skills at Rank 1 as normal if you
wish to become skilled in them later.
Crafty (5pts / 3 pts for Scorpion Clan): Same as in book, but also grants a single Dodge.
Daredevil (4pts): Functions normally outside combat. In combat, at GM’s discretion may
grant the character Free Raises, but don’t count on it. This should be as much a
drawback as it is an advantage.
Luck (3, 6, or 9 pts): As per book but, you may either get a redraw or a Dodge.
Magic Resistance (2, 4, or 6 pts): As per book but in combat reduces effectiveness,
duration or damage by 3 per 2 pts spent. Will not affect every spell but be wary it does
affect buffs and healing.
Disadvantages:
Lame (3 pts): As per normal but may not run in combat.
Lost Love (2 pts): As normal but if triggered in combat, -3 to your damage. You spend
the Void Point to ignore it per normal.
Missing Limb (3 pts): As per normal, but you must roleplay the missing limb. You
cannot hold a weapon in a missing hand or walk on a missing foot. If missing a hand,
you may not use most two handed weapons, GM may overrule this for appropriate
reasons.
Phobia (1-5 pts): As normal but if triggered in combat you suffer a penalty of the points
spent to damage, as you’d much rather be running away then staying to fight your fears.
At GM’s discretion if you have no option to run, you may spend 2 void points to add
your Phobia Points to damage till you can get to a place where you can run away.
Unluck (3, 6 or 9 pts): As per normal, but GM may use one of your Unlucks to force you
to take a hit even after you dodged or parried it.
Schools:
We will only list the schools that change due to combat rules changes or schools that
were not originally in the LARP book. In general wherever a school grants an extra
attack, instead it will grant a free Raise towards damage (+2). The Outfits represent
items that your character owns. If you do not physically carry them or representations of
them during the session your character does not have them. You may acquire other items
at the GM’s discretion.
Medicine: Characters with a rank 5 or higher gain Piercing and Entangling. This may
not be used on ranged attacks.
Wrestling: Grants Dodge Points, Characters with rank 3 or higher may make a 0 damage
Entangling attack while unarmed.
Weapon Skills: Grants Parry points or Free Raises. Must be using the appropriate
weapon to use these.
Weapons:
Weapons will largely be as they are in the book. With a few exceptions listed below.
Any weapon that states it may be thrown, may NOT be thrown if it has a core in it. Ask
the Foamsmith or a GM on how to make throwing weapons. Bows may be used to parry
but may NOT be used to strike people.
Arrows: There will be only three types of arrows for rules simplicity.
Ya: Standard Arrow, heads may be any color, Damage Rating 3.
Armour Piercer: Heads must be Red, Damage Rating 2, Crushing.
Humming Bulb: Heads may be any color, must make a loud keening noise when fired.
Damage Rating 1.
Bo/Jo: Damage per book, Armour bonus doubled vs. these weapons.
Sai/Jitte: May spend 2 Points of Nofujutsu to Disarm. These points consume the
Parry/Free Raise points.
A further note on weapons, when constructed you must put the striking edge on them in
the appropriate way. Hitting an opponent with the haft of your polearm will not damage
him just annoy him.
Spell Check: Most Combat spell checks will involve throwing a spell (be that a spell
packet or a foam Frisbee or whatever) at the target. If you hit your target the spell is
successful and you must call out the effect of the spell. Your Target may dodge these
physically and use Dodge Points on spells. They may not normally parry them
physically, meaning if the weapon is hit they are hit. The same goes for clothes; except if
they do not feel it, it does not count. MUNCHKINS BEWARE! Do not wear loose
clothes and never accept spell hits. People will start throwing harder at you and possibly
hit you in the face. It WILL hurt. Parry Points may NEVER be used on spells.
Spell Scrolls: For all spells not just combat ones, Shugenja are encouraged to create prop
scrolls with the spell’s rules written on it.
General Spells:
Elemental Weapon:
Success is automatic. You must have a boff weapon to represent this, it also does
damage based on the element.
Summon:
May not be used as an attack.
Air Spells:
You must call Air after all other effects but before duration on these spells.
Slayer’s Knives:
Range: Spell Packets
Effect: You may throw as many spell packets as you can for 3 seconds in one direction
(Yes you can throw multiple packets at once.) Anyone hit takes damage equal to the
casters Air Ring + School Rank. Targets will only take damage from one packet if hit
multiple times. MUNCHKINS BEWARE! If you do not make sure the targets only take
damage from one packet you will offend the kami and may loose access to this spell or
more.
Tempest of Air:
Range: Per Book or in Combat Spell Packet
Effect: Per Book or in Combat If hit Target is Entangled for 5 seconds, and take damage
equal to the casters Air Ring.
Wind-Borne Slumbers:
Range: Per Book or in Combat Spell Packet
Effect: Per Book or in Combat If hit Target suffers a -3 Damage Penalty. You must call
Sap 3 Concentration when your spell hits.
Wind-Borne Speed:
Range: Touch
Effect: Will cast automatically, but you must still count off the casting time. Grants one
target +2 damage for 10 seconds. You must call Boost 2 10 Seconds when casting.
Earth Spells:
You must call Earth after all other effects but before duration on these spells.
Earth’s Stagnation:
Range: Spell Packet
Effect: Entangling 3 Seconds x Rank
Elemental Ward:
Range: Self
Duration: 3 Spells
Effect: Choose an Element when casting you gain Immunity to spells of that element for
3 successful castings on you. You must call Immune when hit or effected. This does not
cancel AOE effects.
Jade Strike:
Range: Spell Packet
Effect: Per Book, but no raise may be taken. You must call Jade instead of Earth when
casting this spell.
Kami’s Strength:
Range: Touch
Effect: Will cast automatically, but you must still count off the casting time. Grants one
target Immunity to non-magic damage for 10 attacks. You must call Shield Non-Magic
10 Hits. The target must call Immune when hit.
Spikes of Earth:
Range: Sight
Effect: As per book; however, May not be used in combat without a GM present and you
must get their attention to do so, consider it part of the casting time even if you have
already counted the needed casting time. Effects will vary from use to use.
Tomb of Jade:
Range: Spell Packet
Effect: Only affects those with Shadowlands Taint. Damage equal to shugenja’s Earth +
Rank. Entangling 3 Seconds x Rank. You must call Jade instead of Earth when casting
this spell.
Tremor:
Range: Sight
Effect: As per book; however, May not be used in combat without a GM present and you
must get their attention to do so, consider it part of the casting time even if you have
already counted the needed casting time. Effects will vary from use to use.
Evil Ward:
Range: Touch
Area of Effect: 10’
Effect: As per book, except you must place an Earth Ring symbol in a visible place. The
A.O.E. is measured from the symbol this effect lasts for one session. Anything with
Shadowlands Taint entering the circles takes damage equal to the casters Earth Ring
every 3 seconds.
Fire Spells:
You must call Fire after all other effects but before duration on these spells.
Biting Steel:
Range: Touch
Effect: As per book, but will cast automatically, and you must still count off the casting
time. You must call Boost 2 5 Hits.
Death of Flame:
Mastery Level: 3
Range: Sight
Effect: As per Book, however Not usable in combat.
Everburning Rage:
Range: Spell Packet
Effect: As per book, You must call Wound Level Crushing Fire # Minutes.
Fists of Osano-Wo:
Range: Sight
Effect: As per book; however, May not be used in combat without a GM present and you
must get their attention to do so, consider it part of the casting time even if you have
already counted the needed casting time. Effects will vary from use to use.
Fury of Osano-wo:
Range: Spell Packet
Effect: As per book, except no raises and deafening only happens at GM’s discretion.
Inerno’s Tooth:
Range: Sight
Effect: As per book; however, May not be used in combat without a GM present and you
must get their attention to do so, consider it part of the casting time even if you have
already counted the needed casting time. Effects will vary from use to use. This may not
be used on clothing as the Kami refuse such obscenities.
Waiting Flames:
Range: Touch
Area of Effect: 10’
Effect: As per book, except you must place a Fire Ring symbol in a visible place. The
A.O.E. is measured from the symbol this effect lasts for one session, or until triggered. .
Water Spells:
You must call Water after all other effects but before duration on these spells.
Avoidance:
Range: Self
Effect: Will cast automatically, but you must still count off the casting time. Grants 5
Dodge or Parry points.
Perceive Harmony:
Range: Self
Effect: Will cast automatically, but you must still count off the casting time. Grants 5
Dodge or Parry points. If cast outside combat, GM may occasionally grant you visions.
Reversal of Fortune:
Range: Sight
Effect: MUST be cast outside combat, but may grant Parry, Free Raise or Dodge points
within combat. Remember this only applies to the next three tests or strikes.
Whirlpool:
Range: Sight
Effect: As per book; however, May not be used in combat without a GM present and you
must get their attention to do so, consider it part of the casting time even if you have
already counted the needed casting time. Effects will vary from use to use.
Void Spells:
You must call Void after all other effects but before duration on these spells.
Essence of Void:
Range: Spell Packet
Effect: Entangling x3 Void Concentration
Void Strike:
Range: Spell Packet
Effect: Steal Void Point Void
Void Suppression:
Range: Sight
Effect: As per book; however, May not be used in combat without a GM present and you
must get their attention to do so, consider it part of the casting time even if you have
already counted the needed casting time. Effects will vary from use to use.
Winds of Change:
Range: Touch
Effect: As per book, except will cast automatically, must count off casting time, and no
raises.
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