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operations:public:interactive_rulebook:core:items_and_equipment

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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:
    1. Outer layer: full value
    2. 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.



Volaire LARPEvery tool has a tale. Every blade, a bond. Every item, a consequence.

operations/public/interactive_rulebook/core/items_and_equipment.1747699547.txt.gz · Last modified: 2025/05/20 00:05 by eric

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