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.
All weapons must:
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 must:
All shields are subject to inspection for safe construction and use.
Armor provides Armor Points (AP)—a buffer that absorbs damage before Health Points (HP) are affected.
Armor value is based on:
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 |
New characters (Events 1–2) may use costume-only armor for 5 AP. This requires:
See Crafting & Alchemy for armor repair, construction, and augmentation rules.
Magical items are diverse and may include:
Expired or misused magical items are subject to confiscation and rule penalties.
These items require:
Most consumables:
Detailed rules and recipes are listed in:
After your fourth event, physreps are required for the following:
Physreps must:
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.