Description: This is the widest weapon classification. A one handed weapon is any weapon that is between 0 inches and 37 inches and must have a core.
Description: Any weapon that is between 37.1 inches and 45 inches and must have a core.
Description: Any weapon with a chain and ball on the end. Cannot exceed 40 inches in total length and the chain must be 8 inches or less. Flailed weapons must be approved before use.
Description: Any Weapon that is between 45.1 inches and 60 inches. You must use 2 hands on this weapon at all times.
Description: A long pole sometimes with a blade, or bludgeoning piece on the end. Must be between 60.1 inches and 77.1 inches. The only way that this weapon can cleave is if it has a halberd/axe head, a hammer head with sufficient mass, or a blade if it is more than a foot long.
Description: Some weapons are simply too big to fit in any other category. An oversized weapon is any normal weapon larger than a Two handed weapon, or a polearm larger than our listed “Polearm/Staff” skill would allow. Oversized weapons always require 2 hands at all times, and can be approved to thrust by a game master.
Description: A thrown weapon is a coreless knife, axe, hammer, or even a foam rock that is 12 inches or under.
Description: The blow dart is a foam dart that is blown out of a pipe. It does not do any damage but can deliver poison. It does no harm to armor and cannot bypass armor.
Description: A bow or crossbow must be period accurate (not compound) that has a poundage of 35 pounds or less with approved arrowheads on the arrow or bolt. The arrow heads must be at least 2.5 inches wide. Examples of the approved arrowheads are the Calimacil arrowheads/bolt heads or the Live Action Product arrowheads that are properly secured to the shaft. The shaft must be made of approved material, including aluminum, resin, and carbon fiber. Arrows deal a wound instead of damage. Must be approved by a Game Master to use archery.
Description: Missile weapons are approved slingshots and any other ranged weapon that isn’t a bow or crossbow. Throwing spears can have a single fiberglass core in them and must be approved for throwing. Can be used in one hand. Must be under 46 inches long. Must see a Game Master to approve it and to be able to use it.
Description: An ability that you perform a large swing calling out “Cleave” and when it impacts a shield then it deals one cleave point worth of damage; once the shield reaches 0 left it is broken and cannot be used until repaired. This ability can only be used with Two-Handed weapons or any length axe, hammer, or mace that has a core and that you can fit 2 hands on. 5 second cooldown.
Description: You have trained in basic battle first aid allowing you the following abilities: 1. You can spend 10 seconds of role play to pull an arrow out of a wound caused by an arrow. This exchanges the wound for a hit of damage instead (assuming the target has a hit to spend). 2. You have the ability to apply bandages to yourself and others.
Description: Allows you to wield 2 weapons of bastard length or shorter at the same time. Spell orbs and coreless thrown weapons do not need this skill in order to be used with another weapon.
Description: Allows you to strike out with 2 weapons at once (or one two handed weapon) and it causes the target you hit to suffer a Knockback. You can use this ability once every 30 seconds.
Description: You push out with a small shield or larger using only arm force. If you make light contact with a person, shield, or weapon, then the target suffers a Knockback. You can use this ability once every 30 seconds.
Description: Allows you to take an approved foam item and tap someone in the shoulder with a dull part to render them unconscious for 5 full minutes. Any damage taken will wake them up. Must call out “Waylay” when you tap them. Must be behind the target and any item used to waylay someone must have enough mass and must be 5 inches or more. This ability must be used outside active combat.
Description: Gambeson armor is made of cloth and padding. It grants you +1 to your armor total, stacking on top of points gained from light or medium armor. If a gambeson is the only armor worn it counts as a single point of armor.
Description: Allows you to wear light armor on your head.
Description: Allows you to wear light armor on your torso.
Description: Allows you to wear light armor on your limbs.
Description: Allows you to wear medium armor on your head.
Description: Allows you to wear medium armor on your torso.
Description: Allows you to wear medium armor on your limbs.
Description: Bucklers can be no more than 14 inches in length and width. Bucklers can be used on the same arm as another weapon. They have 1 cleave point.
Description: Small shields have to be larger than 14 inches, but no more than 22 inches in length and width. They have 2 cleave points.
Description: Medium shields have to be larger than 22 inches, but can be no more than 35 inches in length and width. They have 3 cleave points.
Description: Grants you 1 stamina point.
Description: Grants you 1 stamina point.
Description: Grants you 1 stamina point.
Description: Grants you 1 stamina point.
Description: Grants you 1 stamina point.
Description: Your natural resilience allows you to ignore minor nicks and bruises. +1 hit.
Description: Gives you 2 additional hits.
Description: You gain +2 stamina
Description: You can call “Intimidate” at a character within 10ft of you. They are knocked back. 5 second cooldown between uses. Costs 1 stamina.
Description: You can ignore a knockback effect you would take. Costs 1 stamina
Description: Reach out a hand toward a creature within 5 feet of you and call “Hurl” then point in a direction. The target is knocked back in the indicated direction. Costs 2 stamina.
Description: You can spend 1 stamina point to immediately end the cooldown on your “Stagger” or “Shield Bash” abilities.
Description: You can call “Sunder” instead of “Cleave” when you make a cleaving strike. If you do, the strike deals 2 cleaving damage. Costs 2 stamina.
Description: You make an exaggerated swing with your weapon and call “Mighty Blow”. This attack deals 1 magical damage. Costs 2 stamina.
Description: You make a big stomp and call “stomp”. Everyone within 5 ft if you takes a knockback. Costs 2 stamina.
Description: When you break a shield, plate armor, or deal a wound regain 1 stamina.
Description: When you would go into the dying state, you instead get a burst of primal energy and can fight for 15 seconds ignoring your wounds. After that time you immediately go to bleed out with half the normal timer.
Description: Once per day, when your bleed out timer ends, instead of dying you get back up with all your wounds restored.
Description: Call “Feral Shout” and you and all allies within 10ft of you regain 1 hit. Additionally, for the next 30 seconds you are immune to the knockback effect. Costs 2 stamina.
Description: When you enter this state by spending 3 Stamina, you gain +1 Damage on all melee attacks (calling "2 Damage" instead of "1") and cannot be affected by any crowd-control effects (Stagger, Root, Paralyze, etc.) for the next 30 seconds. You cannot willingly retreat or move away from the nearest opponent during this time.
Description: If you go for 10 consecutive minutes without using a Stamina-costing ability, the next Stamina-costing ability you use is free.