Rules

Equipment

Any LARP safe melee weapon is acceptable that covers a period or setting that Ascendancy LRP does i.e. from prehistoric clubs, dark ages axes, medieval broadswords, katanas to 19th-century rapiers with all things in between.
The same goes for missile weapons, which should be LARP safe, low poundage bows and crossbows with suitable LARP safe bolts and arrows, and core-less throwing items. When it comes to Firearms they should be cap firing pistols, blank firers are NOT acceptable, nor is shouting “Bang!” unless site rules prohibit cap weapons or you are asked to refrain from using cap’s by a Ref. They should represent flintlock pistols, rifles and blunderbuss.
Any armour and shields in use should also be LARP safe. By that we mean no metal shields and any metal armour should have any sharp edges covered to prevent accidental injury. If you are unsure, always show a ref and they will advise you, if in doubt they may suggest a piece of kit is just kept on you for show and not used in combat.

Nerf guns

The most important thing about use of any non-standard weapon is you will need to check with a ref before you will be allowed to use it, the ref will give you guidance if it’s OK to use. Please check before the event, during the event refs will not have time to give considered opinions.
Nerf Guns (& other Steampunked Guns) can only be used by those with an appropriate technology skill to match the weapons origin or machine empathy since such advanced designs are unreliable, will need constant tweaking and setting up. The only exception to this is a character without the technology skill but with an appropriate gun skill may employ another character with the skill to do the constant tweaking and maintenance for them.
Note all Nerf guns may be given a bead draw at any time by ref to determine their reliability, especially when not in the hands of an appropriately technically skilled person. The statement above applies to any steampunk weaponry used in the Ascendancy system.
Shots must be called like black powder weapons, foam bullets cannot be felt when they hit and so they need the targets attention.
Unlike black powder weapons Nerf gun foam bullets must hit the target to do damage, they do have the advantage in the guns often fire more quickly than cap guns, although the refs may restrict rate of fire if they consider it excessive. Crew members/other players should not dodge a foam bullet, even though they may be able to due to their slow speed.
Nerf gun damage is the same as normal black powder guns. Like black powder weapons the number of bullets available to a player will be restricted. For a Nerf gun you will restricted to 12 foam bullets per event unless otherwise agreed although the guns builder may make more overnight if they discuss this with a ref.
Any Nerf Gun or steampunked gun MUST be suitably changed in appearance and painted to have the look and feel of the Victorian steampunk used in the Ascendancy system, most Nerf rifles with lots of bullets, and sci-fi looks will not be appropriate, always check with a ref first, send photo if possible.
The use of other steampunk gadgets in system follow similar rules, if your unsure check with ref.
For more information on technology, see Machine Skills.

  • Always aim nerf guns carefully, particularly avoid aiming a shot at peoples faces.
  • Do not modify your gun to fire longer distances, this can be dangerous.