The combat system is based around five separate hit locations. These locations are the left leg, the right leg, the left arm, the right arm and the torso. When any of these are struck by a weapon it is considered dead or severed (a damaged arm cannot hold a weapon and it should be put behind the back) this should be role played. A shot to the bare torso (unarmored) means death. Damage to four or more limbs means death as will damaging blows to the same arm (the second blow is considered a blow to the torso(possibly armored torso) being that the limb has been severed by the first). Head and throat shots along with the groin areas are forbidden. If any of the blows above are administered the recipient may or may not take it as a lethal blow depending on the pain ensued. Sit it out if you have to.
Note: Some combat and scenario rules are due to some changes per scenario, per gamemaster, per autocrat (within reason). |
Armor Version 1.0 Armor can prevent a characters hit locations from being damaged. One point of armor for each area protected. One armor point will protect form one damaging blow and then the armor is considered destroyed leaving a bare limb or through to a possibly armored torso. For example if a character accepts a blow to an armored limb the armor is negated and bare limb(or torso) is exposed. The second blow will however damage the limb(or torso). If am arm becomes severed blows go through to the torso (possibly armored). Weapons are not considered fast enough to block arrows/missile weapons and thus when a weapon is struck by an arrow/missile weapon the damage of the arrow/missile weapon shall be taken upon the limb holding the weapon. Combat shall never entail physical blows or tackling, over bearing charges etc. All contact if any shall be made with weapons. (Safe weapons). Shield rushes, punches or knees are strictly forbidden. No grappling. Armor Specs and Requirements Version 1.0 Armor must first and formostly be safe, not only for the suited but the attacking. All rough edges to be smoothed and or covered appropriately. Metal edges are not allowed. Armor may consist of modified new, used and or salvaged items, the key word is modified. No slaptogether effortless (mesh t shirts) throw on will be allowed armor points other than for costume value. No Layering of Armor for greater hit points allowed, i.e., mesh shirt (chain maille) under your plates. Armor
to be approved and inspected just like any weapon, |
Armor points of protection are as follows, Torso;
1*,2*. Back, Front, and Shoulders: after penetrating armor these are
killing blows. |
Weapon Specifications and Construction Suggestions Weapons other than our average Shinai (store bought Kendo swords) to be inspected before taking the field just like Armor. Daytime weapons and Greatswords to be allowed a little more rigid structure than those allowed at night. No Shinai fighting after dark. If bare haft is exposed, 2/3 of it is required to be sufficiently padded to prevent accidental injury. Swords are to be bladed as to make them more than padded hafts. Night time weapons are required to allow 2 to 3 inches of progressive give, as well as core material around the inner haft of the weapon. Strapping tape and glue are recommenced to prolong the weapons life as well as to keep it from falling apart and possibly hurting someone amidst battle. PVC, dowels, broomsticks and round hollow bamboo are not recommenced haft materials and should be avoided. Any stabbing points must have 2 to 3 inches of give. Mandatory (common sense) gear Version 1.0 Gloves, The more padded the better( no fingerless) (OUCH!). Cups are recommenced regardless of gender especially in combat (GROAN!). Knee pads (might be a good idea for the loss of a leg results in falling to your knees) (ACK!). The use of helmets for new members mandatory, for veterans left to their discretion. (LUMPS!). And of course a costume Is required at all times short of staying warm or dry, On and off the battlefield. Character is desired as well. Accidents happen in all areas mentioned above, but its All within the friendly game of death and violence. |
Rules of Edict (etiquette)
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23)
Fires for cooking, warmth, etc., Will need to be approved by the autocrat
and or property owner. Unauthorized fires will be extinguished. Fires
need to be attended at all times. |
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The
following are a few noted punishable offenses, To be addressed during
court and punishment (to suit the offense) decided amidst the population
and or ranks as well as the victim(s) Short of contacting Law Enforcement
Authorities. There are other areas which may be deemed punishable. Mostly the common sense issues should be upheld as well as respected. Respect yourself and those around you. Appeals may be handled amidst court functions as well. |
Knights and Knight Orders. The making of a Knight, shall be with the approval of the majority of the Knights, active, and inactive. The title dubbed upon him/her by the Knight or Grandmaster of an order who deems them worthy of the honor. This requiring the above stated majority vote (AKA, the inquisition). Each Knight has the ability to take an individual upon him or herself to train and to teach as a Squire. And Introduce the codes of The "Quest" and chivalry. Squires as well to be allowed 'sit in status' amidst Closed Courts. Requirements to vary per Master/Squire relationship. Rights of a Knight to include, Equal say in The "Quest" as long as they are in good standing and active. They shall be required to gather in closed conferences to ordain and legislate matters pertaining to The "Quest" and it`s activities (AKA, Royal Court). To speak freely at Courts of Chivalry (AKA, enforcement) after the floor is yielded by the current speaker(s). As well the respect due them by their given titles, of Sir, Dame, Duchess and Duke, Lord, etc.. Responsibilities of Knighthood includes the following, 1)
to follow the codes/rules best you can in you're 'Quest' activities. |
5)
have a fairly good understanding of "Quest"rules/codes and
the patience to die and teach others. Questor`s Code of Chivalry 1)
refusal to retreat before the enemy Quest Orders of Chivalry. There
are currently three Orders of Chivalry, Guardians, Preservers, and the
Hospitalers, each with it`s own Grandmaster and members. These members
willing to work to achieve the goal(s) of their Order(s) and The Quest. Each
Order is responsible for some aspect of The "Quest" and it`s
function, be it events, games, workdays, etc. All recognized members
of an Order shall firstly accomplish their responsibilities to that
Order before helping elsewhere or doing otherwise, as dictated by their
respective Grandmaster. |
Orders of Chivalry, Guardians: Rules Interpretation, and Briefing. Weaponry, Armory, and Battle Rules. Help in scenario/event planning and execution via Autocrat. Event combat safety Inspection and Marshaling. First time fighter training and indoctrination onto the field. Event policing and rules enforcement. Preservers:
Land Acquisition and Work force. Pre-Event Workday, information, contact
info, if necessary via Autocrat Hospitalers: Quest Information Network Pre-Event Logistics (i.e. tents tarps pavilions (needed, not needed)) Garb, and Costuming Reference and or Acquisition. New Member Information and Welcome Chariot, Event policing and rules enforcement. Knight
Errants: (Knights without Pledged Order.) Volunteer Where ever
necessary (willingly) Uphold all "Quest" Rules and Codes to
the best of you're ability. Inform and or refer unknown issues to the
proper avenues. New member Integration. Event policing and rules enforcement. |
This Entry Fulfilling Some Educational Requirements. "Oh my god! There's an Axe stuck in my head" in various languages. E-mail yours to krevasse@MauiDotCom.com. English:
Oh my god! There's an Axe in my head. |
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Rules
are ever changing, ever evolving, we keep finding reasons to the rhymes,
check back for revisions.
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