Combat: Rules of Engagement
Weapon Rules
All weapons and shields must be LARP-safe, ie. latex-covered foam or padded foam “boffer” weapons.
All weapons must be checked over by staff before every event to ensure weapons are in good condition and meet the safety requirements. As a rule of thumb, if a weapon or shield meets the requirements of similar systems (such as Kingdoms of Novitas or Hearthlight) then it passes.
Punching and kicking are strictly forbidden!
Hit Locations
Head shots are not allowed! Hitting other players in the head repeatedly will cause staff intervention and punitive action.
The Torso is considered to be the rectangle drawn from shoulder to shoulder and from hip to hip. Intentional groin shots are not allowed!
An Arm is considered to be from the shoulder to the wrist. A strike to the hand does not count if that hand is holding a weapon or shield: a hand on a sword is part of the sword.
A Leg is considered to be the hip to the ankle. A strike to the foot does not count.
Attacks that are intercepted by garb or weapons that are not being gripped in the hand are considered to have passed through and strike as if they were unimpeded.
Attacks that cause a defender’s own weapon to hit them count as a hit to that location (ie, if you hold your sword in front of your own arm, and your sword gets knocked into your arm, that counts as a hit to that arm).
Damage Calls
When attacking, combatants call out
Hit Points (HP) and Armor Points
Damage is taken first to Armor Points granted by Armor, then to Hit Points, then to the limbs & torso: Armor guards HP, and HP guards the limbs/torso.
Hit Points are attained via the Character sheet, and restore when a player rests in a warded space.
Armor Points are awarded to players upon Check-in an Inspection, based on the type and coverage of the armor worn. Once used, armor must be Mended to restore Armor Points.
Losing a Limb
If a combatant's arm is hit, and the combatant has no remaining HP or Armor, the arm is considered lost. The combatant must immediately drop whatever gear they are holding in that hand, and place that arm behind their back: they may not pass gear from their lost arm to their remaining arm. Any subsequent strikes to a lost arm are considered strikes to the torso.
If a combatant’s leg is hit, and the combatant has no remaining HP or Armor, the leg is considered lost. The combatant must immediately kneel to the ground on the lost leg. A lost leg is immune to all further attacks. Otherwise kneeling in combat is not allowed.
In order to move around after losing a leg, a combatant may use their disabled leg’s knee to “walk” on, lunge using their non-disabled leg, crawl, or have other combatants “carry” them. Hopping around on an uninjured leg is forbidden. A combatant may carry another by placing a hand on their shoulder and counting out “Carrying you 1, carrying you 2…” for the duration, while limited to a walking pace.
Bleeding out
A PC is considered to be Bleeding Out if they lose 2 limbs, or if they sustain a hit in the torso (without any remaining Armor or HP).
Shields
Attacks, non-magical projectiles, and some spells are blocked by shields.
During check-in, a shield must be declared to be either Wooden or Iron. The shield should look appropriate to what it is designated as, so as to not cause confusion in a fight; a shield that clearly looks to be made of iron may be automatically designated as such by a GM.
Iron Shields
Blocked damage types: Normal, Blunt, Dark, Lightning, Magic, Silver, Fire, Psychic
Blocked Status calls: Disease, Hamstring, Disarm, Blind, Charm, Confuse, Fear, Freeze, Poison, Shift, Silence, Sleep
An Iron Shield will be destroyed after 2 successful hits of Acid damage, regardless of the amount of called damage.
A player MAY NOT cast spells while holding an Iron shield.
Wooden Shields
Blocked damage types: Normal, Blunt, Dark, Lightning, Magic, Silver
Blocked Status calls: Disease, Hamstring, Disarm (If not from a spell or spell bag)
Magical status effects from “Status” spell bags are not blocked. Status-inducing spells that strike a wooden shield are considered to have struck the arm holding the shield.
A Wooden Shield will be destroyed after 2 successful hits of Acid damage, or 2 successful hits of Fire damage, regardless of the amount of damage called.
Broken Shields
The shield holder is required to keep track of the number of times their shield has been hit by relevant damage types. When broken, a shield must be discarded, as any subsequent hits are counted as hitting the player’s arm that holds the broken shield. Shields may be repaired with the Forging skill (wooden shields may also be repaired with magic).
Rigid plastic safety equipment is permitted, but does not count as armor, and must be concealed under clothing or armor.
Do not intentionally use any part of the arm or leg to pin a striking surface against another body part, including an opponent’s body part.