Table of Contents
Items & Equipment
Weapons, armor, shields, potions, poisons, and magical items are not just tools—they are extensions of your character's capabilities and storytelling. This page provides a clear reference to the rules and mechanics governing items in Volaire LARP, as detailed in the official rulebook.
⚔️ Weapons
All weapons must:
- Be constructed safely with boffer-legal materials
- Pass a safety inspection by staff before use
- Be swung in a controlled arc (no stabbing unless approved by staff)
- Bear a visible tag if magical, alchemical, or otherwise special
Weapon Types & Damage
Weapon Type | Length (inches) | Base Damage | Notes |
---|---|---|---|
Small Weapon | ≤ 24 | 2 | Daggers, fists, claws |
Short Weapon | 26–32 | 4 | One-handed swords, axes, maces |
Long Weapon | 34–44 | 4 | Longer one-handed weapons |
Two-Handed Weapon | 48–62 | 6 | Must be held with both hands |
Polearms/Spears | 60–72 | 6 | No thrusting unless approved; no shield use |
Bows/Crossbows | N/A | 8 | 10lb draw max; not usable in melee |
Thrown Weapons | N/A | 2 | Must be open-cell foam, max 2 per hand |
*You must possess the appropriate Weapon Proficiency skill to legally wield a given weapon.*
🛡️ Shields
Shields must:
- Be no larger than the wielder’s arm (armpit to fingertips)
- Never be used to bash, charge, or pin
- Not be paired with Polearms or Spears
- Be shaped to avoid turtling (completely hiding the body)
All shields are subject to inspection for safe construction and use.
🧱 Armor
Armor provides Armor Points (AP)—a buffer that absorbs damage before Health Points (HP) are affected.
Armor Point Calculation
Armor value is based on:
- Material
- Coverage area (torso, limbs, head)
- Layering rules:
- Outer layer grants full value
- Inner layer grants 50% value
- Only two layers are counted
Material Type | AP (Torso) | Notes |
---|---|---|
Padded / Gambeson | 6 | Light cloth armor |
Soft Leather | 10 | Basic defense |
Studded / Boiled Leather | 12–18 | Moderate defense |
Chain Mail | 24–28 | Heavy protection |
Metal Plate | 28–45 | Maximum defense |
Costume Armor
New characters (Events 1–2) may use costume-only armor for 5 AP. This requires:
- No mechanical benefit layering
- Limited duration—must be upgraded by Event 3
See Crafting & Alchemy for armor repair, construction, and augmentation rules.
✨ Magical Items
Magical items are diverse and may include:
- Spell-empowered weapons and shields
- Enchanted cloaks, rings, or armor
- Augment stones, limited-use effects, or persistent buffs
Rules for Use
- All magical items must have a Logistics-issued tag
- Items are non-transferable without staff approval
- Items may be restricted by class, race, or skill
- Some have charges, daily uses, or activation triggers
Expired or misused magical items are subject to confiscation and rule penalties.
⚗️ Potions, Poisons & Alchemy
These items require:
- Correct skill: Create Potion, Create Poison, or Alchemy
- Lab physrep (after your 4th event)
- Turn-in of crafting tags at Check-In to receive items
Most consumables:
- Have a 1-year shelf life
- Are single-use unless stated otherwise
- Must be clearly labeled and safely physrepped
Detailed rules and recipes are listed in:
🎭 Physreps & Representation
After your fourth event, physreps are required for the following:
- Weapons, shields, and armor
- Spellbooks and focus items
- Crafting labs and magical items
Physreps must:
- Match the item type and theme of the setting
- Be visibly worn or carried when used
- Be inspectable by staff on request
If your item has no physrep, it cannot be used.
Need help crafting or sourcing a physrep? Ask the community or consult staff—we’re happy to help bring your vision to life.