Table of Contents
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.
Related Sections
Volaire LARP – Hit with purpose. Fall with drama. Fight for the story.
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