Staff Library

The Georgia Association of Medieval Entertainment

User Tools

Site Tools


operations:public:interactive_rulebook:core:items_and_equipment

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:
    1. Outer layer grants full value
    2. Inner layer grants 50% value
    3. 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.


operations/public/interactive_rulebook/core/items_and_equipment.txt · Last modified: 2025/06/01 09:15 by eric

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki