Combat

This is an overview of all of the basic combat mechanics in the game. At the beginning of each event, we review the basics of combat for first-time players and those looking for a refresher. Refer to the Definitions as needed. If you have an injury / are a no-combat player, please see below.

Fighting Guidelines - When fighting, we prioritize roleplay and safety over competition.

  • You should roleplay swinging your weapon based on the amount of effort it would realistically take to swing a weapon of that size. This includes accurate wind-up and heft on attacks. As a result of this, excessively rapid attacks (machine gunning) are not permitted. 
  • Safety is also a primary concern. While attacks should look realistic, full force should not be put into them. At any point in a fight, you can warn someone if they are swinging too hard. If this is a consistent issue, the GMs will intervene.
  • When using most magic spells, the player will throw spell packets as a physrep of the spell.
    • Note on Spell Packets Crafting: Spell packets are generally a cloth square with a pouch of small beans/lentils/rice enclosed for weight and heft, where the packet is tied closed with rubber bands.
  • When using a bow and arrows, a player may not fire at a target within 7 feet.

 

Damage - Each weapon in Age of Claritas deals a different amount of damage.

  • When you attack someone, you will call out the number your weapon swings for. For example, if your weapon deals 2 damage, you will swing and call out the number 2 as you strike.
  • Some Talents alter or increase your damage. When using a Talent, you will call out its name and the amount of damage it deals. If it does not deal damage, you will call out the rank of the Talent that you are using. Refer to the Talents page for more information.

 

 

Weapon Class: The specific classification of a weapon based the following maximum Overall Length:

    Dagger: 16"

    Short Sword: 32"

    Long Sword: 48"

    Great: no max

 

Weapon Weight - Every weapon has a weight in game. Its weight is primarily determined by its size.

  • A weapon's weight will impact how you roleplay wielding the weapon.
    • e.g. A Great Sword should not be used in the same manner as a dagger.
  • The sum of your weapon's weight and the weight of the other items you are carrying must be less than or equal to your character's weight capacity.
  • Refer to the Weight page for more information. 

 

Weapon Breakpoint - Breakpoint defines the point at which your weapon is no longer useable. Once a weapon's breakpoint is reached, it must be repaired

  • Breakpoint and CC Point can only be applied by two-handed melee weapons.
  • If an enemy's two-handed melee weapon hits yours and the damage called matches or exceeds your weapon's breakpoint, your weapon will break.
  • CC Point - If an enemy's two-handed melee weapon hits yours and the damage called matches or exceeds your weapon's CC point, your arms will be numb for 2 seconds.

 

Equipment Modifications - In-game, Blacksmiths can modify weapons and armor to add additional effects. Refer to the Equipment Modifications page for more information.

 

Shields -  Shields operate under the same general rules as weapons. They block and cannot inflict damage. They operate with the same Breakpoint and CC Point guidelines as weapons.

 

Shield Class: The specific classification of a shield is equal to a proportion of the user's height and the shield's maximum diameter.

                                                   e.g. If you are 6' and want to make a buckler, it must be equal to or less than 14.4" at its widest part.

    Buckler: 20% of the user’s height

    Medium Shield: 35% of the user’s height

    Great Shield: Anything larger than 35% of user’s height

 

Physrep / Weapon / Armor / Shield Crafting: All weapons to be used in Age of Claritas must have 1" of foam surrounding any rigid body within the weapon on striking surfaces. If you are making a foam sword for use in combat that has a solid core for structure, it must have at least 1" of foam around the core on striking surfaces and be fully encased. If you use any sort of weights in your weapon, likewise it must have 1" of foam surrounding the weights for striking surfaces. No sharp/coarse/rough rigid structures are permitted in any weapon, shield, or armor because they may damage foam weapons. Shield edges must have some form of padding. Metal surfaces in Shields / Armor is not strictly forbidden provided that the edges are covered and it cannot damage a weapon; please consult with a GM at game start to check it is game-eligible. The entire body of a throwing weapon (knife, kunai, ninja star, etc.) is considered striking surface. Arrows must be larp-safe and the head must be very well padded and larger than the eye socket to prevent injury. GMs always have final say on whether or not a weapon, armor, or shield is permitted--please ask about your weapon if you are unsure and always verge on the side of safety.

 

 

Shield swing reduction: when wielding a shield the user’s swing is reduced by an amount based the shield size (to a minimum swing of 1).

    Buckler: no penalty

    Medium Shield: -1 base damage

    Great Shield: -2 base damage

 

Stun Point: A figure specified on a Shield's item card, where if an attack exceeding the stun point is blocked the user takes a stun effect depending on the Shield Class.

    Buckler: The shield arm is numbed and unusable for 2 seconds.

    Medium Shield: The player takes a stumble backwards

    Great Shield: The player is shaken for 5 seconds (can only walk and defend)

 

Durability Points - A player's Durability Points are the sum of their Health Points and Armor Points.

  • Hit regions only apply to senior adventurers. The regions are the torso, each arm, and each leg. The head is not a region, and we avoid hitting people there. If the HP of one region falls to 0, that region becomes unusable. If that region is the torso, then you fall unconscious until revival.

 

Hand Signals - Various hand signs are used to indicate different actions and effects. 

  • Out of game question or clarification - Make a fist and place it on your head.
  • Person is not present in-game; please ignore them - Place hand or weapon flat on the top of your head.  

 

 

 

Stun Effect - Any effect that changes the way a character can move or interact with the world. The following are stun effects the player may induce or encounter. When hit with a stun effect, role play the full extent of the effect provided it is safe to do so out of game.

 

Knockback: The target is forced to move in a given direction, depending on what ability was used. Generally the distance of the knockback depends on the rank of the ability used to induce it as follows.

    (Rank I) - 5'

    (Rank II) - 10'

    (Rank III) - 20'

 

Pin: A target’s leg gets stuck in place for a duration. The target may remove the effect at its halfway point or beyond, ending the effect early, but will receive a gimp effect by doing so. If both legs are gimped, you cannot end a pin effect early. This counts for all pins, things like frostbite, paralysis, stagger, a throwing nail, etc 

    (Rank I) - 5 seconds

    (Rank II) - 10 seconds

    (Rank III) - 20 seconds

 

Shaken: The affected target cannot make an offensive action and must walk for the duration

    (Rank I) - 5 seconds

    (Rank II) - 10 seconds

    (Rank III) - 20 seconds

 

Blind: The affected target cannot see, and the PC/NPC must close their eyes if safe to do so for the specified duration.

 

Paralyze: The affected target is PINNED for the duration.

 

Numbness: The affected target's base swing is reduced by the specified amount.

 

Frenzy: The affected target must attack the closest target to them regardless of affiliation.

 

Mute: The affected target may not make any verbal noises for the duration.

 

Weakness: The target cannot run for the specified duration.

 

 

Miscellaneous Combat Effects

 

Impact Damage: The damage taken when thrown into any object. This is normally 3dmg.

 

 

 

Injury Rules / Non-Combat

 

If you have an injury, disability, or health condition that prevents you from participating in combat, please reach out to the GMs.

At Claritas you do not have to participate in combat to enjoy the game! There are plenty of gameplay styles and other accomodations that can be made to ensure you can take part in our game. We tend to handle injury rules and/or non-combat persons on a case-by-case basis and will work with you to make an accomodation that works for you and our game. Many of our classes (e.g. Noble, Cleric, Wizard-Neuromancer, Warrior-Field Craftsmen) do not inherently need to participate in combat to have meaningful impact in the game! We try to find the line between letting you participate in quests without having an unfair or undue advantage in combat situations for the rest of the players. An example injury rule is as follows:

Player has a broken leg but can still move around in their boot/on crutches. Player cannot participate in combat as they are unable to run and there are concerns about safety and falling. Unfortunately this means Player cannot participate in combat for this event. While on a quest, in the event combat (for any reason) happens, player will sit at the sidelines and watch without participating in fighting. Once the combat is over, Player may rejoin the party and use any talents or items they wish. Whenever questing or during downtime in Wilshire where no combat is occurring, Player can participate fully.