Combat Skills

Weapons

Anyone can pick up a basic weapon and intuitively understand the basic use; sharp/heavy bits hit the other person. No special training is needed to understand how to thrust with a dagger or how to bash with a hammer. Using weapons to block attacks and not get hurt in the process however is a bit more complicated.

Any player may attempt to use any melee weapon and attack with it however if they are using it unskilled then any strikes against the weapon are taken as successful hits on that character’s arm. For that reason most travelers take the time to familiarize themselves with at least the basics of some kind of weapon use.

All weapons are subject to initial safety checks and subsequent inspection. All latex weapons are subject to a “case by case” approval, so please Contact Us before investing into latex weaponry.

MeleeXPMin/Max Total LengthMin/Max Striking Surface
Small116″ – 20″12″ – 16″
Short224″ – 33″18″ – 27″
Long436″ – 48″28″ – 40″
Bastard21051″ – 57″43″ – 45″
Great1860″ – 72″50″ – 58″
Polearms11060″ – 72″50″ – 58″
Spears2648″ – 58″Padded Area: 30″ – 48″ (including head)
Head: 8″ – 12″
Only the head is considered to be a striking surface
Staff360″ – 72″Minimum 3′ (Center Grip)
Both ends striking/thrusting safe.
Unarmed3024″ – 33″18″ – 27″
Dragon Claws4024″ – 33″18″ – 27″

1 These weapons inflict “Base 2” damage when wielded with two hands.
2 These weapons inflict “Base 2” damage when wielded with two hands, but may be wielded one-handed, in which case they inflict “Base 1” damage.
3 Kalari Fighting Style only or monster’s body part. Must be “claw” red, considered part of wielders body (a missile weapon hitting is damage to that limb). Weapon Break effects act as a Missile to the arm wielding the claw.
4 Dragon Racial Powers only or monster’s body part. Must be “claw” red, considered part of wielders body (a missile weapon hitting is damage to that limb). Weapon Break effects act as a Missile to the arm wielding the claw.

RangedXPTypeSpecifications
Small3Thrown, Blowgun, Nerf6″ – 12″ Closed cell foam, no core
Medium6CrossbowSingle shot, foam dart crossbows only
Large18Long or Recurve Bow25lb recommended, 30lb maximum draw. Safety approved arrows. Requires annual safety course. (Nerf Bows do not need safety course)

1 These weapons inflict “Base 2” damage when wielded with two hands.

Combat Styles

Wielding two weapons simultaneously in combat can grant an attacker a great advantage attacking and defending. However, it is not easy for most people to safely use a single weapon without causing themselves significant injury. The chance of slicing your own wrist while trying to wield two weapons increases significantly as the off hand weapons grow in size.

For this reason anyone who wants to dual wield in any capacity needs to learn the finer points before they can safely take part in basic travels and adventure. All dual weapon skills are considered to inherently include any lesser version of the skill.

Combat StylesXPDescription
Ambidextrous2Allows for the use of an off hand dagger
Florentine5Allows for the use of up to a short weapon in the off hand
Twin Weapons8Allows for the use of a long weapon in each hand

Armor & Shields

Professional adventurers and soldiers are often easily identified by one obvious item.  They almost always have armor.  Whether a light leather vest, boiled leather cuirass, chainmail, or plate armor is sometimes the only thing protecting you from the opponent’s strikes.

The physical requirements of armor (prop/costume) can be cumbersome and expensive at the higher ends but the only question that really matters at the end of the day is “What is your life worth?”

Basic armor does not require upkeep/maintenance, however as you start to find more magical effects they will have limited uses or events that they are good for. These effects some times come with cheaper upkeep/maintenance cost . In the case of an item needing upkeep/maintenance it will be listed on both the formula and the tag.

An individual skilled with the wearing and use of armor, may wear lower versions of it if she wishes. All armor props are subject to staff inspection to determine if meets safety and physical requirements for its protection level below.

Armor SkillsXPRatingCoverage RequirementDescription
Light Armor101-2N/aLight leather or heavy cloth/padded that is designed as armor and setting appropriate
Medium Armor33-4N/aStudded/Boiled leather, 1/4th”
Heavy Armor55N/aChain, brigandine, scale, plate
Encased Armor66Full torso & 75% of limbsSolid plate, SCA body armor

1 Can be worn by anyone without any special skill needed. Players must have armor tags purchased or found in game but there are no other requirements.

Shields are one of the backbones of every adventuring party and army the world has ever seen.  They are easy to learn how to use and pound for pound provide more personal protection than anything else.  The question should never be “Do I need a shield?” but should always be “Do I have a reason to not have a shield?”

An individual skilled with the wielding and use of shields, may wear lower versions of it if she wishes.

ShieldXPSP1Diameter (Round)Sq Inches (Shaped)Max Dimensions
Buckler21210″100″12″
Small2118″254″24″
Medium3124″480″30″
Large4028″700″36″
Tower380N/a1100″24″ x 50″

1 Spell Protection; shields also stop magic damage that is equal to or less than the SP of the shield.

2 You can use a weapon in the same hand as a buckler, as long as you have the appropriate Combat Style for the weapon and you are not using the weapon/buckler in such a way that you risk hitting someone with your buckler (subject to Safety Inspection / Test).

3 Requires Safety Inspection. Players that can not fight with a Tower Shield without Turtling or Charging will not be allowed to use them.

Defenses

Defensive skills allow the user to perform maneuvers to deflect or avoid harm simply by “calling” the defense skill’s tagline, automatically negating a wide variety of attacks and effective (magic, physical, ranged, natural, etc). In the case of some special attacks, these may be the only protection available.

Only three Lesser and three Greater Defenses total may be called per “combat” up to the number the character possess. However, the character is free to choose which combination they use.

LesserXPNotes
Parry8Pre-Req: Tier 1 Trait in Brutality, Dexterity or Resilience
Side Step8Parry option for ranged weapon users. Pre-Req: As Parry
Spell Flux8Pre-Req: Tier 1 Spell School or Ingenuity or Empathy
GreaterXPNotes
Dodge10Pre-Req: Tier 2 Trait in Brutality, Dexterity or Resilience, Ingenuity
Counter Spell10Pre-Req: Tier 2 Spell School or Empathy