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Table of Contents
Items & Equipment
Weapons, armor, potions, alchemical items, and magical trinkets all play vital roles in the Volaire world. This page outlines the rules governing their use, crafting, and representation.
⚔️ Weapons
All weapons must:
- Be boffer-safe and pass a staff inspection
- Follow the approved angle of attack (45°–90° arcs only)
- Be physically tagged if they are enchanted, alchemical, or unique
Weapon Classifications:
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:
- Must have soft open-cell foam tips
- Count as 2 damage unless stated otherwise
Weapon Skills: You must have the appropriate Weapon Proficiency skill to wield specific types.
🛡️ Shields
Shields:
- Must be sized correctly – arm’s length, armpit to fingertips
- Cannot be used to bash, slam, or push
- Must not be used with spears
- Cannot fully hide behind them (“No Turtling”)
🧱 Armor
Armor provides a physical buffer before your Health Points are affected.
Armor Points are based on:
- 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 |
---|---|---|
Padded/Gambeson | 6 | Light costume armor |
Soft Leather | 10 | Basic defense |
Studded or Boiled Leather | 12–18 | Medium armor |
Chain Mail | 24–28 | Moderate-heavy protection |
Metal Plate | 28–45 | Heavy armor |
Costume Armor provides a flat 5 Armor Points for players without proper physreps (limited to early events only).
See the full Crafting & Alchemy section for how to make, repair, and augment armor.
✨ Magical Items
Magical items may include:
- Cloaks, Spell Shields, or Augments
- Must have a valid Logistics tag
- Can only be used by the character to whom they are assigned
- 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.
⚗️ Potions, Poisons & Alchemy
See detailed pages for:
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 & Expectations
After your fourth event, all items (armor, weapons, spellbooks, labs) must have a physical representation. These:
- 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.
Related Sections
Volaire LARP – Every tool has a tale. Every blade, a bond. Every item, a consequence.