Phys Reps and Barriers

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Items, Phys-Reps, and Barriers

Characters may start the game with any weapon and armor they have phys-reps for. All of the items come In-Play as Tier 1 material items. All weapons and armor must be safety approved by staff before they may be used in game. Any weapons or armor with sharp edges, entangling parts, or safety concerns may be denied. If you have questions, contact the staff for instructions on proper phys-rep construction. Phys-reps and Tags are required to represent all In-play Items.

Most In-Play items require a Tag. Tags are the representation of an item. Players who do not have a tag for their item do not have that item in-play. Stealing an item in-play is the act of stealing this tag by any means. Mundane items do not require tags, only the phys-rep. To use an in-game Tier 4 or 5 Item, a special phys-rep at least somewhat representing the item must be used.

Almost all places at the game site are considered In-play. If a player wishes to keep their OOP items safe then they should be placed in a container or bag that is clearly designated as OOP. Typically white tape with OOP written on it is used. It is recommended that OOP items be kept in one of these containers or a vehicle. Vehicles are considered OOP areas.

Player may not keep in-game items inside of OOP areas. Anyone caught doing this will be considered cheating.

Cursed Items – these items are very uncommon but have a very specific trait. When a Cursed item is first picked up or used by a character it comes Soul Bound to them and they cannot be rid of the item even through death. (see binding Novice Spell.) This soul bound effect stacks with similar spell effects or other cursed items and can not be given away for any reason willing or by accident.

Weapon and Shield Phys-Reps, and the Size Chart

In-game items are based around 5 Tiers of Size. The Size of an Item determines how many Units of material the item requires, how many hands must be used on the weapon for a character to use it, and most importantly, how long a Phys-rep can be to be used with an in-play item.

Creating a Phys-rep

Items must be considered light for their size, made of soft foam, and must be safe to strike another human body with. Bows and other ranged weapon phys-reps are measured by using this chart, but must not have a draw strength greater than 20 pounds. All phys-reps must be Safety Approved by a Staff Member during check-in or Reset. The shield must be made of foam or wood. All sides of the shield must be soft and wood shields must be completely surrounded with foam.

How to determine item Sizes

Measure the entire length of a Weapon Phys-rep from the furthest two ends or the longest diameter in the case of round or non-linear items. Based on the total size of the phys-rep is will be assigned a Size. A 1 Inch margin of error is allowed when measuring a phys-rep. Any phys-rep that falls within the length of a size category can be used for that in-game item. For example, a 35 inch and 35-inch sword phys-rep can be used with a corresponding Medium Sized in-game item.

The following chart shows how many in-play Units of material are required, as well as how long the phys-rep is. (This is considered the Weapon Size, such as a Small Shield or a Medium Sword.) This is also the typical measurements for other non-weapon or shield phys reps that are measured by length. Huge Weapons can go over 60 inches for an additional 1 Unit of Material per 12 inches.

Size Chart

Size Units of Material Phys-Rep Measurements ShieldCrafting Weaponcrafting
Tiny 1 6”-12” -Throwing Weapons
Small 212”-24” Small Shields Small Weapon
Medium 3 24”-36” Medium Shields Medium Weapon
Large 436”-48” Large Shields Large Weapon (Req. 2 Hand)*
Huge 548”-60+” Tower Shields Huge Weapon (Req. 2 Hand)
*A Large Weapon may be wielded in one hand with 5 Strength, and two may be wielded with 10


Using Item Tags and Item Degradation

All items require an Item tag, distributed by Staff. These tags are the in-play representation of the item, and are attached to the phys-rep when possible. Items do not last forever and must be repaired, but eventually, the item cannot be repaired any longer, at which point it is destroyed (1 or 2 Unit of Material Items), or Scrap (Items 3 Units of Material in Size or Greater). Items have three states: New, Shattered, Worn, or Scrap. These states are determined by sections of an Item tag called “Repair Slots”.

Repair Slots: All Items come with a number of Repair Slots available on the tag that represents the item's status. The number of Repair Slots on an item is based on the material type. The first Slot signifies the item is a “New Item”, and is the first Slot used is the item is Shattered. Slots are used sequentially. When there are no more Repair Slots available the item is Destroyed, and can only be used for it's scrap value. Bone, Stone, and Wood Items have a base of 1 Repair Slot, and Metal and Leather have a base of 2 Repair Slots. The “Durability” Recipe can grant additional Repair Slots.

Ability Markers: each Repair Slot has ability markers to denote the use of abilities on the item. When using an ability, mark the appropriate ability marker on the active Repair Slot. Once the Item has been shattered, Abilities on that Shattered Repair Slot cannot be used.

Shattering an Item In-Play: Items that are shattered using in-play abilities cause the active Repair Slot to become unusable. Draw an “X” or otherwise cross out the active Repair Slot, or the New Item Slot if the weapon is New. This can be done by the item holder after combat, or another character using an ability to shatter the item with the intention to leave it broken for someone to find. The item is now in the “Shattered” state and must be repaired. After it is repaired, if the “New Item” repair slot was eliminated, the Item is considered “Worn” and it's value becomes equal to it's Base Value when assessing Value.

Repairing Items: When a Crafter uses the Repair ability on an Item, they are activating the next non-shattered Repair Slot. To do this, the Crafter writes the date on the next available Repair Slot after performing the 5 Minute Repair Count. The weapon is now considered “Repaired” and can be used normally. Additionally, all of the “per Repair” abilities are reset. Crafters can Repair a weapon with an active Repair slot to reset the “per Repair” abilities while the weapon is still functional. Draw an “X” or otherwise cross out the active Repair Slot after the 5 Minute Repair Count before writing the date on the next available Repair Slot. Sign the Item with the Crafter’s OOP name. The item will become “worn” and degrades with each repair. Items with no available Repair Slots can only be scrapped. Tags with no active or available Repair Slots, and no Scrap Value can be freely thrown away as they no longer serve any purpose.

Breaking Items All Items other than “Indestructible” Items, Buildings, or Cloth Items are able to be broken or “Shattered” by a player with Strength. The amount of Strength necessary to break an item: Tier1: +2; Tier2: +4; Tier3: +6; Tier4: +10; Tier5: +20. Characters attempting to break an item must make a “Breaking” 60 count to signal what they are doing. At the end of the count, the item is considered “Shattered”. Scrapping an item is the only way other than magic to “Destroy” an item. (E.g. A Tier 1 Item requires 2 Strength to break, a Tier 4 Item requires 10 Strength to break)

Destroying Items Higher Tier abilities allow the destruction of an Item tag by In-Play abilities. Items like Clothing and Scrolls can only be destroyed by this ability. When an Item is destroyed, the tag is marked destroyed or physically destroyed and can no longer be used or scrapped.


Barriers, Doors, and Containers

Barriers are used to keep people from crossing their threshold. Doors and Containers are OOP Tags which signify a Door or a Container. They may have Barriers Placed upon them. These In-play Objects defend a Character’s Items and Soul and are important parts of the layout of the game site.

Resting at Game: If a Player does not wish to be disturbed while sleeping, they must place their Item Tags and Soul Tags somewhere Visible either near their body or outside the sleeping area. Otherwise, another player may wake them in order to perform In-Play actions.

Create Barrier: All Barriers have a 5 Minute Casting Time. During this time the physical representation of the barrier must be placed up. Barriers are colored sheets of cloth or other staff approved phys-rep that have certain defensive properties. Barriers are required to have a “Barrier Scroll” upon them, which indicates the requirement to pass the barrier. Each barrier has different requirements a player must meet to physically pass the barrier in-play. Barriers can be cast in three ways:

Area Barrier
This type of Barrier can be up to 20 Feet in Length. Must have at least 1 Opening with a Barrier Scroll near the opening.
Door Barrier
This type of Barrier places the Barrier Scroll under a Door tag. The requirement must be met when the Door is opened
Container Barrier
This type of Barrier places the Barrier Scroll under a Container tag. The container can only be opened if the requirements are met
Wall (Walls Only)
This type of Barrier can only be placed under a roof with the exception of Wood Wall and Stone Wall

Warders: A Warder is a character who has specific power to Enter a Barrier. Normally, Barriers may only have 1 Warder, the Caster. Walls are specific Barriers that may have as many Warders as the Caster desires. Veils are Barriers that do not have any Warders. All Warders must have their names written down on the phys rep used to denote the Barrier.

Entering a Barrier: All Barriers have requirements to pass them. Some barriers may place effects on characters who pass them. If you are a Warder, you may enter the Barrier using an “Entering Barrier 5” count. Upon completion of this count, a character has 3 seconds to completely enter the Barrier. They are considered being on the other side of the barrier after the count ends and any attempt to move into the Barrier is made. This also negates any effects that may occur upon passing. If you otherwise meet the requirements to pass the Barrier, you make a “Passing Barrier 5 ‘x’” count, where ‘x’ is the means by which you are passing it (+4 strength, appropriate race, or the calling of damage on certain Barriers.

Barrier Name (Phys-Rep Color) Requirements to Pass
Abyssal Barrier (Black) The caster creates a Barrier than cannot be passed without +4 Strength.
Abyssal Prison Barrier (Black) Creates a Barrier that requires +10 Strength to pass.
Meek Barrier (Blue) Characters with +4 Strength or more can pass.
Taboo Barrier (Blue) A chosen Race (Human and Gypsy count as the same race), Item Type (Weapons, Shields, Armor, Jewelry, Spell Scrolls or Alchemy Potions, or specific named Characters can not pass the Barrier
Ward All Barrier (Blue) Requires +20 Strength to pass
Wood Wall (Brown or Green) Creates a wall with 40 HP and 4 toughness; takes double from Fire; The spell Effect can be Stacked to increase the Hp and toughness of the wall. Must be placed between two supports (such as a tree or post)
Stone Wall (Grey) Creates a wall with 200 HP and 8 toughness; take double from Sonic; Shatter Deals “25 Sonic”; The Spell effect can be stacked to increase the health and toughness of the wall. Must be placed between two supports (such as a tree or post)
Radiant Veil (White) Conjure a White or Golden Veil that can not be passed by Undead or anything with Affinity to Black Magic.
Veil of the Undying (Purple) When a character passes this barrier they receive an “Innate Death Raise Corpse” effect. There are no other requirements to pass the barrier.

Containers and Doors – A Container tag, placed on a container, or a Door tag, placed on a door or simple entryway, represent in-play containers and doors. All In-Play containers and Doors with In-Play items on them must have a clearly visible “Container” or “Door” tag. “Door” and “Container” tags are available from staff for as many containers as available. Opening a door or container with a tag on it requires a player to reveal any tags under the “Container” or “Door” one-by-one. Tags under these “Container” and “Door” tags must be read from first to last. A player may choose to stop before revealing the next tag. The tags underneath these “Container” and “Door” tags can be either Locks or Traps.

Locks – Doors and Containers can only be locked with in-play locks. A character who sees an in-play lock under a “Container” or “Door” tag cannot open a door or container or look at any tags under the lock tag. Locks have special requirements to open and can be broken with Strength or disabled using Disable Device. A Player who meets the requirements of the lock can remove the lock from the “Container” or “Door” tag. A door requires locks from both sides to be fully locked. Containers and doors are magically enhanced by locks and cannot be broken unless the lock is able to be broken. Doors cannot be locked Out Of Play for any reason. This is a safety hazard and is illegal for fire safety. Locks Cannot be Shattered by spells.

Traps – Traps are tags which can deliver 'Innate' attacks. When a player looks under a “Container” or “Door” tag and sees a “Trap” tag they activate an in-play effect. Trap tags must be read and activated if they are revealed by a character. An activated trap can be reacted to according to a character's abilities. Disable Device disables a trap before it can activate. Traps cannot be removed from a “Container” or “Door” tag unless it is disabled. Any trap that is not under a “Door” or “Container” tag is disabled. Trap tags that are not disabled reactivate once the container is closed and re-opened. Traps Cannot be Shattered by spells.