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operations:public:interactive_rulebook:core:items_and_equipment [2025/05/29 06:20] – [Related Sections] ericoperations:public:interactive_rulebook:core:items_and_equipment [2025/06/01 09:15] (current) eric
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 ====== Items & Equipment ====== ====== Items & Equipment ======
- +{{:operations:public:interactive_rulebook:core:02c18fe7-9202-4953-91b5-0730609baaad.png?nolink&400|}}\\ 
-Weapons, armor, potions, alchemical items, and magical trinkets all play vital roles in the Volaire world. This page outlines the rules governing their usecrafting, and representation.+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 LARPas detailed in the official rulebook.
  
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 All weapons must: All weapons must:
-  * Be **boffer-safe** and pass staff inspection +  * Be **constructed safely** with boffer-legal materials 
-  * Follow the approved **angle of attack** (45°–90° arcs only+  * **Pass safety inspection** by staff before use 
-  * Be **physically tagged** if they are enchanted, alchemical, or unique+  * Be **swung in a controlled arc** (no stabbing unless approved by staff
 +  * Bear a **visible tag** if magical, alchemical, or otherwise special
  
-**Weapon Classifications:** +==== Weapon Types & Damage ====
-^ Type             ^ Length (in)         ^ Base Damage ^ Notes                                  ^ +
-| Small Weapon     | ≤ 24               | 2           | Daggers, fists, clubs                   | +
-| Short Sword      | 26–32              | 4           | One-handed weapons                      | +
-| Long Sword       | 34–44              | 4           | One-handed, longer reach                | +
-| 2-Handed Weapon  | 48–62              | 6           | Must be used with both hands            | +
-| Bow/Crossbow     | N/A                | 8           | Max 10 lb draw, not usable in melee     | +
-| Polearm/Spear    | 60–72              | 6           | No thrusting, spear+shield disallowed   |+
  
-**Thrown Weapons:** +^ Weapon Type       ^ Length (inches) ^ Base Damage ^ Notes                                 ^ 
-  * Must have soft open-cell foam tips +| Small Weapon      | ≤ 24            | 2           | Daggers, fists, claws                  | 
-  * Count as damage unless stated otherwise+| 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 per hand |
  
-**Weapon Skills:** +*You must possess the appropriate Weapon Proficiency skill to legally wield a given weapon.*
-You must have the appropriate **Weapon Proficiency** skill to wield specific types.+
  
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 ===== 🛡️ Shields ===== ===== 🛡️ Shields =====
  
-Shields: +Shields must
-  * Must be **sized correctly** – arm’s length, armpit to fingertips +  * Be no larger than the wielder’s arm (armpit to fingertips) 
-  * Cannot be used to bash, slam, or push +  * Never be used to **bash, charge, or pin** 
-  * Must not be used with spears +  * Not be paired with **Polearms or Spears** 
-  * Cannot fully hide behind them ("No Turtling")+  * Be shaped to avoid **turtling** (completely hiding the body) 
 + 
 +All shields are subject to inspection for safe construction and use.
  
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 ===== 🧱 Armor ===== ===== 🧱 Armor =====
  
-Armor provides a physical buffer before your Health Points are affected.+Armor provides **Armor Points (AP)**—a buffer that absorbs damage before Health Points (HP) are affected.
  
-**Armor Points are based on:** +==== Armor Point Calculation ====
-  * **Material** (Leather, Chain, Plate, etc.) +
-  * **Region covered** (Torso, Head, Arms, Legs) +
-  * **Layering** – only two layers are counted: +
-    - Outer layer: full value +
-    - Inner layer: 50% value+
  
-Material                          ^ Points (Torso^ Notes                                 ^ +Armor value is based on: 
-| Padded/Gambeson                  | 6              | Light costume armor                   | +  * **Material** 
-| Soft Leather                     | 10             | Basic defense                         | +  * **Coverage area** (torso, limbs, head
-| Studded or Boiled Leather        | 12–18          | Medium armor                          | +  * **Layering rules**: 
-| Chain Mail                       | 24–28          | Moderate-heavy protection             | +    - Outer layer grants full value 
-| Metal Plate                      | 28–45          | Heavy armor                           |+    Inner layer grants 50% value 
 +    - Only two layers are counted
  
-**Costume Armor** provides a flat 5 Armor Points for players without proper physreps (limited to early events only).+^ 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                     |
  
-See the full [[operations:public:interactive_rulebook:core:crafting|Crafting & Alchemy]] section for how to make, repair, and augment armor.+==== 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 [[operations:public:interactive_rulebook:core:crafting|Crafting & Alchemy]] for armor repair, construction, and augmentation rules.
  
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 ===== ✨ Magical Items ===== ===== ✨ Magical Items =====
  
-Magical items may include: +Magical items are diverse and may include: 
-  * **Cloaks**, **Spell Shields**, or **Augments** +  * Spell-empowered weapons and shields 
-  * Must have a **valid Logistics tag** +  Enchanted cloaks, rings, or armor 
-  * Can only be used by the **character to whom they are assigned** +  * Augment stoneslimited-use effects, or persistent buffs
-  * May have **daily reset limits**charges, or effects requiring activation+
  
-If you're unsure how an item works, check with a **Game Manager** or **Marshal** before using it in-play.+==== 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.
  
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 ===== ⚗️ Potions, Poisons & Alchemy ===== ===== ⚗️ Potions, Poisons & Alchemy =====
  
-See detailed pages for:+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: 
 +  * [[operations:public:interactive_rulebook:core:labs_and_lore|Labs, Components & Recipes]]
   * [[operations:public:interactive_rulebook:core:crafting|Crafting & Alchemy]]   * [[operations:public:interactive_rulebook:core:crafting|Crafting & Alchemy]]
   * [[operations:public:interactive_rulebook:core:poisons|Poison Crafting & Application]]   * [[operations:public:interactive_rulebook:core:poisons|Poison Crafting & Application]]
-  * [[operations:public:interactive_rulebook:core:labs_and_lore|Labs, Components & Recipes]] 
  
-These consumables often require: +----
-  * A **lab physrep** (after your 4th event) +
-  * A crafting skill (Alchemy, Poison, Potion) +
-  * Tag hand-in at Check-In to receive useable items+
  
-Most have a **shelf life of 1 year**.+===== 🎭 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 & Expectations =====+Physreps must: 
 +  * Match the item type and theme of the setting 
 +  * Be visibly worn or carried when used 
 +  * Be inspectable by staff on request
  
-After your **fourth event**all items (armor, weapons, spellbooks, labs) must have a **physical representation**These: +If your item has no physrepit cannot be used.
-  * Enhance immersion +
-  * Allow proper enforcement of rules +
-  * Support player accountability+
  
-Need help building physreps? Ask the community or staff—we love to help you look awesome.+Need help crafting or sourcing a physrep? Ask the community or consult staff—we’re happy to help bring your vision to life.
  
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-===== Related Sections =====+===== Related Reference Pages =====
   * [[operations:public:interactive_rulebook:core:crafting|Crafting & Alchemy]]   * [[operations:public:interactive_rulebook:core:crafting|Crafting & Alchemy]]
   * [[operations:public:interactive_rulebook:core:combat|Combat Rules]]   * [[operations:public:interactive_rulebook:core:combat|Combat Rules]]
   * [[operations:public:interactive_rulebook:core:magic|Magic & Spellcasting]]   * [[operations:public:interactive_rulebook:core:magic|Magic & Spellcasting]]
   * [[operations:public:interactive_rulebook:core:conditions_and_effects|Status Effects]]   * [[operations:public:interactive_rulebook:core:conditions_and_effects|Status Effects]]
- 
----- 
- 
-**Volaire LARP** – //Every tool has a tale. Every blade, a bond. Every item, a consequence.// 
----- 
  
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 <wrap em>**Navigation:**   <wrap em>**Navigation:**  
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operations/public/interactive_rulebook/core/items_and_equipment.1748499611.txt.gz · Last modified: 2025/05/29 06:20 by eric

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