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:
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:
🩸 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.