All weapons must be checked by members of the Legacy LRP Weapons Checking team before being used (see construction guidelines for more details). This team and the Referee team will also arrange for training on how to fight safely.
- All melee weapons must have at least 6 inch of striking surface in addition to the length of the handle or hilt.
- Melee weapons over 1.05 meters (~42 inch) in length must be used in both hands.
- Melee weapons over 1.52 meters (~60 inch) in length must be used in both hands and the hands should be a shoulder’s length apart.
- Melee weapons over 2.1 meters (~84 inch) in length are not permitted.
Anyone over 5 years old can gain protection from wearing armour. The Tough skill doubles the number of hits you get from armour.
Simple armour: Leather, fur, padded cotton. An extra 1 body hit (2 with Tough skill).
Complex armour: Rigid leather, chain, plate. An extra 2 body hits (4 with Tough skill).
Helm, padded cap etc: Another extra body hit, on top of any armour worn (2 with Tough skill).
You can only benefit from one set of armour, plus at most one item of headgear; wearing both simple and complex armour only gives you the hits for wearing complex armour.
All lost hits must be healed normally – you cannot be ‘healed’ of armour damage by putting on new armour.
Armour should look like what it is representing, but does not have to be constructed of ‘authentic’ materials: e.g. aluminium mail, plastic mail or even high quality ‘knitted string mail’ (as sometimes used in theatre or film production) will offer the same protection as steel mail. However, a loose string vest spray painted silver will not.
If you are unsure about your intended armour physrep, please contact us by email, or consult a Referee on the field for a ruling on its suitability. All metal armour must be checked by members of the Legacy LRP Weapons Checking team before being used (see construction guidelines for more details).
Armour should cover approx 50% or more of the body in order to provide extra hits and these hits are provided even if blows strike unarmoured areas.
Anyone can use any variety of shield, although it should be appropriate to the Dark Ages setting – see Guidelines for acceptable construction details. Shields must not exceed 1.2 meters (~47 inch) in any dimension.
A shield only stops damage from a blow if it is being actively wielded – occupying at least one hand which cannot also hold a weapon – and the shield intercepts the blow.
A slung shield does not count as a shield, but does provide coverage towards extra hits for wearing complex armour.
Resources & Harvesting
Resources are items that look unusual, and can be used for crafting or in spells. Some items are obvious to any character and will have a lammie attached.
Some items are less obvious, and require a character with the correct skill to initially identify them. Examples of this would be the horns, claws and teeth of a dead creature or plants growing in areas of special significance.
Obtaining resources requires the Harvesting skill to identify a source of resources and a referee to harvest the source, in the case the source is a creature it must be dead or un-resisting to identify or harvest the resource. To identify a source takes a brief period of study, after which you may OC ask the target or a referee if it is harvestable. To harvest requires a minute of roleplay activity, after which you can make a bead pull to determine if you find anything, typically a black bead indicates success and a white bead failure but the exact details and behaviour of red beads may change source by source. Generally most sources will only be searchable for 10 minutes once searching has started. Once a resource has been identified and harvested they will be obvious to any character (a lammie will be provided by the referee).
Resources will not have a use printed on the lammie – you will need to track down IC information on what it can be used for and they may well have several uses. The below is a guide to some of the known uses and a list of known resources is also available.
These are typically found near settlements and areas of holy ground. Each warband will gain a number of common resources each event based on the number of players booked for the event and the size of their settlement.
Common resources include various healing herbs that can be used to remove the effect of death cards or contribute to simple spell recipes.
These are less easy to find and often have to be harvested directly from fallen unholy creatures. A warband’s trading caravans can also generate an income of uncommon resources.
Uncommon resources can often be used to remove curse cards or contribute to some of the more powerful spells recipes.
Making Items, Potions or Poisons
Making items, potions or poisons requires a combination of a common and an uncommon resource. Spells may also exist that will make them magical in nature.
Natural Artefacts & Trade Goods
A combination of a common resource, an uncommon resource and a normal item can produce a natural artefact. There are no set combinations to produce a natural artefact, you do not need a specific skill and you are encouraged to roleplay the process as you seems appropriate.
e.g. to turn a normal sword into a natural artefact you might steep the bindings on the hilt in a broth made from herbs and polish the blade with blood from an unholy creature.
Take the resources to GOD along with a suitable phys rep for the finished item. You will be given a lammy for the item in return for the resources. By default natural artefacts will last for the event they are created in and the following downtime.
Trade Goods can also be produced by combining common and uncommon resources. These can be handed into GOD by a warband to provide a common resource for the warband next event.
Natural Potions & Poisons
Like natural artefacts these will require a combination of a common and a uncommon resource and do not require a specific skill. However there are specific recipes to create specific potion and poisons and these must be found out IC. An incorrect combination will not produce anything and the resources will be wasted but the correct combination will produce a potion or poison lammie. By default natural potions and poisons will last for the event they are created in.
Magic Items, potions & poisons
Various spells exist that will enchant a natural artefact, potion or poison, this must be performed as per normal spell casting. A character may carry, use and be under the effects of more than one magical item, potion or poison. Magical items will normally last longer than an equivalent blessing (usually several events) but this will vary based on the spell used.