The Combat System:
Each player has a combat factor, and in unarmed combat, the one with the highest factor wins. This is determined at the beginning of combat, and then the fight is played out.
When weapons are used, each hit deals a certain amount of damage. Hits to arms or legs deal no damage, but makes the limb in question useless until healed. Hits to thighs, stomach, chest or back deals damage based on the table below. Hits to the head are not allowed.
If a player runs out of health points, they will faint. Killing of characters is discouraged, as most people end up growing attached to their roles. However, if a character needs to be killed off, this can be done by performing a coup de grĂ¢ce. This can only be performed on unconscious characters, and costs 5 energy points.
If a player runs out of energy points, they will simply be very tired. If a skill or spell is used which causes the player to end up with a negative amount of energy points though, this skill/spell will still be performed, but the user/caster will faint, and remain unconscious for about ten minutes.
Weapons:Asteria is not as technologically advanced as the real world, and as such automatic guns and other such modern weapons are not allowed.
For safety reasons, sharp weapons or swords made out of wood or other such hard materials are not allowed. Only blades made out of latex or other soft materials are allowed, as these cannot harm anyone. If you are unsure whether you can bring a certain weapon or not, ask the organisers.
The amount of damage inflicted in an attack depends on what weapon is used. The following table shows how much damage each type of weapon deals per hit:
Armour effectively increases a player's health points. Whenever a player wearing armour is hit, their armour's health must be reduced to zero before the player themselves start taking damage. The health points of a piece of armour can be restored by repairing it, which takes about five minutes.
The following table lists the various types of armour and how much health each piece has. Wearing a full set grants a player one additional armour health point:
To have a complete set, the player must wear a helmet, a chest piece, and protection for arms and legs. For an armour piece covering the arms or legs to actually grant armour health points, both arms/legs must be covered.
Arrows and bullets ignore armour, and deal damage to a player's own health regardless of what armour they are wearing.