Fighting, Weapons & Armor

/Fighting, Weapons & Armor
Fighting, Weapons & Armor2018-10-30T17:00:45+00:00

Fighting, Weapons & Armor

Introduction

Theatrical combat
It is the organizers intention that fighting be based on roleplay more than on mechanics. This is
in accordance with the core principal: “Respond to roleplay with roleplay”.
For instance, if an opponent hits your shield with a hammer, react to the hit and take a step or
two back from the force of the blow. If you are hit by an arrow in a spot that your armor doesn’t
cover, take the hit and look for a healer even if you have some remaining HP.
Furthermore, players are expected to portray the different aspects of the game’s mechanics with
roleplay. So, if a powerful warrior is trying to break your shield with the “ SHIELD BREAKER ” skill,
but you know your shield is enchanted and protected, react to the force of his strike (as it is
harder than a normal hit) while taunting him “this shield was crafted by the most skilled
blacksmith the land, wayward blows are no match for it!”

Mechanical aspect
Combat is only allowed with soft foam weapons (The exact specifications of which will be
posted on the website). A successful hit decreases the HP count by 1. A player that lost all their
HP should act as if he was severely wounded, according to DEATH rules.
A character can have a maximum of 7 HP. Special effects due to magic, potions, armor,
rituals, etc. cannot increase a player HP beyond 7.
Fighting zones and the castle
The main focus for conflict will be the castle and its surroundings. Conquering and occupying it
will let a group fulfill their plot related goals and will grant them minerals. However, combat
isn’t limited the castle and is allowed over most of the game’s area, as well as sieging other
camps. For further details see Siege Rules and Main Game Mechanics. Combat is strictly
forbidden wherever there’s a risk of damaging expensive scenery and decorative items. More
specifically, combat is forbidden in the city’s tavern, the Lore Master station, the TRADE CENTER ,
THE SOUTHERN FORGE and within the camps themselves (Excluding specific places designated for
it during sieges).

Fighting abilities

  • Basic Combat Training (2 CP) – Basic military training that grants access to more
    advanced combat skills. Enables the use of a weapon up to 90cm in length. Enables a +3
    HP bonus from “real armor”, and +1 from “fake armor” (For further explanation, see
    ARMOR ).
    The “Basic combat training” ability unlocks the option to learn new fighting skills during the game through proper training.
  • One Handed Weapon Use (2 CP). Prerequisites: Basic Combat Training.
    Enables the use of a one handed weapon, up to 120cm in length.
  • Two Handed Weapon Use (4 CP). Prerequisites: Basic Combat Training.
    Enables the use of a two handed weapon, up to 150cm or a 200cm long spear.
  • Pole Weapon Use (2 CP). Prerequisites: Two Handed Weapon Use.
    Enables the use of any two handed weapon, of any length, so long as it fulfills the safety
    requirements.
  • Archery (2 CP). Prerequisites: Basic Combat Training.
    Enables the use of bows and throwing weapons (Any character can use a crossbow)
  • Dual Weapon Fighting (2 CP). Prerequisites: One Handed Weapon Use.
    Enables the use of a weapon in each hand, so long as their combined lengths is no more
    than 170cm.
  • Shield use (4 CP). Enables the use of a shield.
  • “Fake” Armor (2-3 CP). Enables a bonus of up to +3 HP from armor that fits the theme
    but is made of modern materials, like foam and latex. The cost of the ability depends on
    how many extra hit points one would like to receive from their armor 1 .
  • SHIELD BREAKER (6 CP). Prerequisites: authorization from a GM and an appropriate
    weapon. Enables the breaking of an enemy shield with a successful dedicated blow, once
    per 10 minutes.
  • Knockback Blow (4 CP). Forces the target to take 5 steps back. If the target wears heavy
    armor, they may take only 3 steps. May be used only once per fight.

Weapon check and the inspection crew
At the beginning of the game, a player’s weapons will be inspected at the various camps, not at
the Masters Station! The inspection crew will consist of three weapon inspectors: A
representative from the GMs, a representative from the camp, and a neutral “inspector”.
The inspection crew will jointly decide whether or not to approve a weapon according to the
weapon safety rules posted in the game’s website. To avoid any unnecessary inconvenience,
avoid bringing any weapons that do not fulfill the safety requirements!
1 So, for an armor to grant 2 HP, an investment of 2 CP is required.

Purchasing a new weapon in game
LARP weapons makers who create weapons that fulfill the safety requirements, are welcome to
sell their wares at the game in real world currency (Shekels). Obtaining a weapon does not alter
the character’s ability to use it.
Shields
Shields do not grant extra HP. However, they can be used to block incoming attacks. A shield
will not help against magic (Partial defense against Energy Bolts), unless otherwise specified
(For example, an enchanted shield that protects against curses). Shields may not exceed 120cm
in length and 80cm in width.

 

Armor

  • Any character can use any armor or helmet, without restriction.
  • The “Basic Combat Training” skill determines the amount of HP one can get from
    wearing armor.
  • The bonus itself is granted by the armor, according its type as listed below.
  • Armor can protect against physical attacks, including energy bolts, but not protect from
    poisoning!
  • In the beginning of the game, a relevant GM will inspect a player’s armor and decide the
    amount of bonus HP they get from their armor.
  • An impressive full armor, will grant the player the full bonus for a well-made outfit.

Armor types
Soft armor – “Cloth armor” (Gambeson etc.), leather, plastic and faux leather, that covers the
torso (Cuirass) grants 1 HP. *Link for example*
Full soft armor – Covers the hands and legs at least down to the knees grants 2 HP. *Link for example*
Hard armor – A cuirass, (chain) mail, metal scale mail or plate armor (Brigandine etc.) that
covers the torso grants 2 HP. *Link for example*
Full hard armor – Covers most of the arms and at least the thighs grants 3 HP. *Link for example*
Fake armor – A Latex, Foam, EVA. Etc. armor that looks convincing enough grants 1 HP, or 2-
3 HP with investment in “FAKE” ARMOR . *Link for example*

These definitions are an estimation – The bonus depends on the GM’s judgement, and reflects the
armor’s quality as well as its category.

Theatrical Combat and Armors
It is expected of players to react differently to hits if they hit the armor or exposed body parts.

There is no specification for this in the rules, but it gives further value to armor that covers
extensive parts of the body, in addition to the added HP, and points for a good outfit.
How should hits to armor or an exposed body part be played? With role play… this is for the
players to determine.

Helmet – A helmet can save the wearer from a fatal blow. It grants its wearer the “ SURVIVAL, Endurance,
Resistances and miscellaneous ” skill without the need to invest CP in it. *Link for examples*

Shield Breaker
In order to gain this ability, A GM’s approval is required in advance.

  • The weapons that can break shields are: Maces, clubs and hammers, as well as two
    handed axes, or other weapons that were enchanted for this purpose.
  • Regular swords cannot break shields.
  • In order to use the “Shield Breaker” ability, one would have to shout the ability’s name
    while swinging their weapon at an opponent’s shield. Breaking the shield will occur IT,
    and in order for it to succeed, the swing must properly hit the shield. So, for instance, a
    warrior may shout “Heh, you call that a shield!? I will break it with a single blow.
    “Shield Breaker!” – And if he hits your shield, your shield is “broken”, and cannot be
    used until it is repaired.

Equipment Repair
While there’s no specification for this in the rules, we expect players to go to blacksmiths and
carpenters after each battle to have their weapons, shields and armor repaired, even if they
weren’t damaged by any specific ability. Your equipment requires constant maintenance.
A player that hasn’t managed to repair their equipment is expected to roleplay fighting with
damaged equipment until it is repaired.
Fighting against Dragons & Monsters
Dragons and monsters are partially vulnerable to normal weapons (They have a lot of HP, as is
fitting to such creatures). They are particularly vulnerable to:

  • Weapons that were enchanted for monster slaying
  • Siege weapons
  • Magic (Mostly energy bolts)