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operations:public:interactive_rulebook:core:combat

Combat Rules


Combat in Volaire is designed to be immersive, safe, and theatrical—a collaborative performance, not a contest of strength.


⚔️ Combat Overview

Combat is a form of physical roleplay using foam boffer weapons, spellpackets, and clear verbal calls.

Key Principles:

  • Swings must follow a 45°–90° arc.
  • Each strike must be accompanied by a clear damage call (e.g., “5 Normal!” or “3 Fire!”).
  • Strikes should be controlled and intentional—combat is theatrical, not chaotic.
  • Unsafe combat (e.g., excessive force) is grounds for disciplinary action.

🗣️ Damage Calls & Taglines

  • Damage is expressed as: `[Amount] [Type]`, e.g., `“4 Ice!”`
  • Some strikes include a status effect (tagline): e.g., “10 Paralyze!”
  • If you are struck, apply the damage and effect unless you have a defense.
  • Being hit with a “favorable” tagline does not confer healing to a character. This will result in “No Effect” to the target rather than an increase in health points.

If you cannot clearly hear a damage call or believe a strike was unsafe, you may go OOP briefly to clarify.


🧱 Armor, Health & Damage Flow

Damage is absorbed in this order:

1. **Cloak** – Negates specific effect types.
2. **Spell Shield** – Blocks one spell effect.
3. **Magical Armor** – Temporary armor granted by spells/items.
4. **Physical Armor** – Worn armor, takes damage before HP.
5. **Resist** – Used to ignore a specific effect.
6. **Temporary HP** – Magical HP granted by potions or abilities.
7. **Health Points (HP)** – When reached, status effects begin.

🛡️ Weapon & Shield Rules

Legal Weapon Use:

  • All swings must follow the 45°–90° rule.
  • Dual wielding is allowed if you have the skill.
  • Thrown weapons must be soft-tipped and safe.

Illegal Weapon Use:

  • No spear + shield combos.
  • No thrusting or jabbing.

Shield Rules:

  • Must fit from armpit to hand—no larger.
  • No turtling (hiding completely behind a shield).
  • No shield bashing or slamming.

🧙 Spell Damage vs Weapon Damage

Weapon Damage: Follows the flow: Armor → HP

Spell Damage:

  • Elemental/Normal Spells: Treated like weapon strikes.
  • Direct Body Spells: Bypass armor and strike HP directly.

🩸 Status Effects in Combat

Status effects only apply once damage reaches HP.

Common Effects:

  • Massive – Cannot be blocked by shield or weapon.
  • Paralyze – Frozen in place for 10 minutes.
  • Sleep – Unresponsive for 10 minutes or until shaken awake.
  • Poison – Crawling only, sickened for 10 minutes.
  • Terminal/Cleave/Assassinate – Immediate critical states; may be parried under specific conditions.

☠️ Killing Blows

To end an incapacitated character:

Physical Method:

1. Place weapon to target’s torso.
2. Say: “Killing blow 1… 2… 3.”  
(Must be uninterrupted and deliberate.)

Magical Method:

1. Incant full spell ending with “Killing Spell!”
2. Hit with spellpacket to torso/back.

🧠 When Attacks Don’t Land

Reasons your attacks may not be working:

  • Target still has armor or magical protections.
  • Target has threshold or resistances.
  • The damage type is ineffective.

You may politely check: “OOP—Are you taking damage?”

Do not assume cheating—ask or report if needed.


🧍‍♂️ Dying, Death & Aftermath

  • 0 HP = Unconscious (10 min or shaken awake)
  • <0 HP = Bleeding to Death (60 sec)
  • Bleed-out Ends = Dead (5 min to body dissipation)
  • Post-Death = Spirit form (until resurrected at Circle)

Use appropriate gestures (lying still, fist/weapon on head) to indicate status.



Volaire LARPHit with purpose. Fall with drama. Fight for the story.



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operations/public/interactive_rulebook/core/combat.txt · Last modified: 2025/06/18 03:19 by eric

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