Equipment


intro

Equipment

Equipment

Armor

ARMOR

The truest armor is faith in God. It can protect far more than your body. It can protect your mind and spirit as well. However, covering yourself in metal plates never hurts.

Armor grants its wearer additional Defense calls that can stop any kind of damaging attack.  Depending on the equipment worn, a hit location is said to have either Light, Medium, Heavy or no armor.   The hit must land on the specific covered portion for the armor to be effective in preventing any damage.

Armor level is determined based on an evaluation by a member of Staff using the following guidelines, though might vary depending on what the armor is made of.

Armor gives the following benefits:

Light Armor - Leather or hides

  • One use of the Armor Defense call per vital area covered.

Medium Armor - Chain or scale armor

  • Two uses of the Armor Defense call per vital area covered.
  • Cannot use the Dodge skill

Heavy Armor - Metal plates

  • Two uses of the Armor Defense Call per vital area covered.
  • Automatic reduction of 1 hit of damage.
  • Cannot use the Dodge skill

Armor can be called as a Defense against any melee, ranged or war magic effect. In those cases, Armor works exactly like Dodge or Parry would, stopping all attacks during the Clash. Weapons with the Driving quality ignore the benefits of armor, and Armor cannot negate such attacks. When Driving weapons strike against a Heavy Armor, the hit ignores the automatic reduction of 1 hit of damage. The Armor defense calls can still be called as normal against Driving attacks, but it allows the weapon to fight the heavily armored combatant by traditional means.

If a given vital location is covered by two different grades of armor, the armor physically struck is the armor that counts for that hit. For example, a soldier wears heavy plate pauldrons on the shoulder, and plate gauntlets, but the exposed upper forearm and elbow is chainmail. If the gauntlet were struck by an ordinary weapon, the hit would be negated because of Heavy Armor. If the elbow were struck, the hit would be considered to strike Medium Armor and an Armor call would need to be spent to ignore the hit.

No individual vital may benefit from a cumulative total better than the best armor present. For example, if a leather glove were hit and Armor were called, then chainmail on the upper arm were hit, the Armor call for that second hit would count as the second Armor call used for that limb that combat, not the first. If the hit had struck the gloved hand again, they would not be able to call Armor at all.

Armor Perks & Flaws

ARMOR PERKS AND FLAWS

Lightweight
Made from special materials and construction methods, this armor is lighter than normal but just as strong.
Armor made from sub-standard materials like PVC, Poly-urethane, jacket leather, and so on can be treated as if they are functional armor rather than costume or one grade poorer.

Strong
The armor is especially powerful with extra reinforcement in key areas and an emphasis on durability.
Armor gains one additional Armor call over its normal value on each vital location.

Sturdy
The armor can be repaired infinitely. Normal: The armor can only be repaired two times before it is broken irrevocably.

Padded
The armor is backed by soft padding that absorbs impacts.  The first hit that breaks through your armor is considered Subduing, delivering Pain or Winded instead of damage.

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Rigid
The armor is especially rigid, heavy or difficult to tote about.
Regardless of Armor skill, characters wearing this armor may not run and are restricted to a walking pace.

Brittle
The armor tends to rip apart quickly in a terrible chain reaction once it starts taking damage. Instead of each vital area getting an Armor call in defense, the entire armor set gets the amount of armor calls prescribed by its class, so Light Armor would have a total of 1 Armor call regardless of where it was struck, Medium Armor would have 2, and Heavy Armor would also have just 2, though retains its damage absorption ability.

Weapons

WEAPONS

Here is your sword. Use it wisely, for you use it in the Lord's name.

Weapons come in various lengths, sizes and configurations. Melee Weapons come in three broad categories - Light, Medium, and Heavy Weapons, and each has a corresponding Skill.

Light Weapons are those weapons which are 24 inches or shorter in length from blade tip to pommel. Light weapons are capable of being concealed on your person by placing a black cloth on the weapon. Light weapons shorter than 12 inches automatically gain the Quick or Thrown Perk.

Medium Weapons are those weapons which are between 24 and 42 inches in length from blade tip to pommel.

Heavy Weapons are those weapons which are 42 and larger in length from blade tip to pommel. Because Heavy Weapons are always Large, requiring two hands to wield, all Heavy Weapons have a Weapon Perk. Only Strong characters may purchase the Heavy Weapons skill.

PERKS AND FLAWS

Some weapons have special qualities associated with them that make them better or worse under certain conditions. Most weapons have no perks or flaws, and those that do are clearly marked with a special signal such as a colored tag that indicates at a glance what qualities it has. There is also a type listed for the usual shape and form of weapons with a given quality. Putting a perk on a weapon whose type does not match the suggested one requires approval, and this is usually for the second perk on a given weapon that already meets the type for its first perk.

A character must have at least Rank 1 in the appropriate Weapon Skill to benefit from any Perks.  

Perk indicators appear on the tips of the weapon unless otherwise stated, and Flaws appear on the pommel or near the guard of the weapon unless otherwise stated.

Weapon Perks:
Quick
Signal: Blue Tag
Type: Appropriate for sword-like or light weapons.
This weapon flies wickedly quick, making it difficult to evade. Quick Weapons cannot be Dodged.  Quick and Mighty cannot be used on the same attack.

Mighty
Signal: Red Tag
Type: Appropriate for sword-like or Large weapons.
The force of this weapon is difficult to stop. Mighty Weapons cannot be parried.  Quick and Mighty cannot be used on the same attack.

Driving
Signal: Purple Tag
Type: Appropriate for spear-like or hammer-like weapons.
This weapon can punch or pound through armor as if it weren't there. Driving weapons ignore armor.

Sundering
Signal: Green Tag
Type: Appropriate for Axe-like weapons
This weapon is ideal for hewing apart objects. Three hits from a Sundering weapon destroys the object it was striking, such as a shield, weapon, armor, or an in game item like a door.  Some especially hard things, such as those made of steel, cannot be sundered without steel tools or weapons.  Call "Sunder" on the third hit to destroy the item struck.

Sturdy
Signal: Brown Tag
Type: Appropriate for any weapon or shield.
The weapon can be repaired infinitely and gains a free Steady use against Sunder. Normal: The weapon can only be repaired two times before it is broken irrevocably.

Thrown
Signal: White Tag
Type: Small weapons, padded on all sides.
This weapon can be thrown and maintain its lethality. Hitting an enemy by throwing this weapon at them counts as a ranged attack and cannot be parried except with a shield. Thrown weapons use the skill set of their ordinary weapon class for the purposes of proficiencies.

Note: Any weapon granted this perk must meet certain safety requirements.

Long
Signal: White tag on the hilt
Type: Usually slender weapons that are lighter than usual compared to weapons of their length, such as a rapier or an estoc.
The weapon's light weight and nimble balance means that it can be used equally well with the Weapon Skill of the class above it.  For example a 40" rapier could be used with either Medium Weapons or Light Weapons and a 49" estoc could be used with either Heavy or Medium Weapons.

Weapon Flaws

Weapon Flaws:

Crude
Signal: Brown Tag
Type: Any
This weapon is typically a farming implement or some other easy to create, rough-hewn or makeshift weapon and has a tendency to fail you when used in the rigors of combat. This weapon automatically breaks at the end of each combat scene it is used in, and requires repair to function again.

Subduing
Signal: Yellow Tag
Type: Blunt weapons
The weapon's damage is more painful than lethal and cannot be used to kill or otherwise cause grievous wounds immediately.   The weapon functions exactly like the "Punch" ability from Brawl.  Strikes from the weapon inflict the "Pain" effect on the limbs instead of damage.  Front torso hits call "Winded", and strikes to the back of the Torso can deliver "Stun."  The third Stun can be called as a "Blackout" instead.

Subduing weapons cannot perform a death-strike.
Weapons with both Subduing and Large (such as a wooden staff) tend to be of lighter construction and can be treated as a Medium Weapon at the player's option.

Unbalanced
Signal: Two red tags on the hilt
Type: Weapons with all the weight on one side like an axe, hammer or flail.
The weapon is hard to move deftly and thus is a pig to parry with, typically found on heavy-headed weapons. You may not use the Parry defense while this weapon is readied.

Cumbersome
Signal: Two blue tags on the hilt
Type: Large weapons, wide weapons
This weapon is ungainly and difficult to tote about. You may not use the Dodge defense while this weapon is readied.

Large
Signal: All Heavy Weapons
Type: All Heavy Weapons
The weapon requires two hands to use properly if you are making any attacking or defensive actions with it.
 

Fragile
Signal: Two green tags on the hilt
Type:  Slender or thin weapons, weapons with the Long Perk.
The weapon is of delicate construction and can be broken more easily than other weapons.  Any physical strike that lands against the weapon from a weapon it the Large flaw or the Sundering perk automatically sunders the weapon without the use of a maneuver.

Shield Perks & Flaws

SHIELD PERKS AND FLAWS

Light
Made from special materials and construction methods, this shield is light and nimble.  It can be used by a Shields skill of one less than normal without causing the Winded condition.

Emblazoned
The shield is marked in bold design the standard of the House, Order or group that you represent.  If the shield's crest matches your allegiance, you gain 1 Discipline when it is readied, as do any of your allies who share the same allegiance.  Emblazoned shields do not combine for additional Discipline.

Sturdy
The shield gains a Steady call against Sundering, and can be repaired an unlimited amount of times from damage, instead of just twice.

Spiked
The shield has a menacing spike attached to it to make shield bashing more deadly.  Shield Bash calls Strike with its ordinary Knockdown.  A combat safe spike phys-rep should be attached.

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Heavy
The shield is difficult to maneuver and a pain to use.  The shield requires a Feat of Strength to ready, or else it gives Winded to its user regardless of their Skill with shields.

Splintering
The shield is made of less then sturdy materials and can give way all at once.  If it does break, the hit that breaks it also hits the user in the arm that held the shield.

Ranged Weaps - Firearms

RANGED WEAPONS

Fighting at range with a bow, crossbow, firearm or some other ranged weapon is a time honored tradition for making a fight less fair. Whereas melee fighters must dance with death every moment, an archer can choose his targets selectively and set up his shots to perfection.

ARCHERY

"The bow is the strength of the common man. It feeds us from nature's bounty, repels the invader, and allows even the meanest of us the chance to strike at a foe."
--Harold Fitzhugh, Tavern owner and teller of tales along the Via Imperator.

Archers in Gothic are subject to an additional number of rules and customs due to the fact that they cannot always control where their arrows will strike. Before a player uses a bow in combat, they must be proficient in its use, and prove this to the satisfaction of the weapon check officers. Archers are to aim at backs in preference to fronts; legs and arms in preference to chests. This is to minimize the danger of an arrow going into the face. While the arrows we use makes them non-damaging, face shots are uncomfortable and all players and archers must work together to keep things as safe as possible.

ARCHER RESPONSIBILITIES

  • To see that all equipment is in good repair, and to constantly inspect all arrows for signs of wear.
  • To immediately break any arrow that is unsafe and cannot be repaired.
  • To refrain from shooting if they do not have a safe target.
  • Not to shoot at night unless in a well-lit area or under an exceptionally bright moon.
  • To shoot at less-easily injured parts of the body in preference to shots which could conceivably hit the face.
  • To vary the draw of their arrows so as to put only the amount of force in them necessary to reach the target.

 

PLAYER RESPONSIBILITIES

  • To be aware of and try to avoid "ducking into" a shot, and to try to keep shields angled in such a way that arrows are deflected down, not up.
  • To avoid stepping on arrows, and to toss them to a safer place if they are in harm's way.
  • To save broken arrows, or to at least save the arrow tips (since the tips are the hardest to make or replace).

Sidebar: Archery Equipment Safety Standards
Bows are to have a draw weight no greater than 30 lbs. All bows must be submitted to weapon check officers for weighing and certification before they may enter play. If at any time you suspect a bow to be damaged, or a string to be in danger of breaking, it is the player’s responsibility to take the bow out of play until it can be deemed safe for use by the weapon check officers.

Homemade arrows are not allowed at Gothic as it is too difficult to verify their fitness fot safety.  You can buy manufactured larp arrows from a supplier such as IDV.

Any arrows that a player brings may be dismantled at the discretion of the weapon check officers. Any arrows that enter play without being inspected by weapons check will result in disciplinary action for unsafe conduct.

GETTING HIT BY AN ARROW

In the interest of safety, our arrows fly much slower and hit much softer than a real arrow would. To keep things fair for the archers, these rules apply when you are hit:

  • There are no light hits from arrows; arrows that connect with you always count as a hit, though the armor on that location still applies.
  • You cannot bat or parry an arrow with a weapon; you can only block an arrow with a shield or negate the hit with a use of the Dodge skill. If an arrow strikes a weapon in hand, or a weapon is used to block, the arm wielding the weapon is considered to be hit. The Falcon Strike basic combat maneuver is an exception to this rule.
  • In many cultures, shooting someone in the back is considered dishonorable. However, since getting hit with a prop arrow in the back is much safer than getting hit in the front, we want to encourage back shots. In the game setting, shots to the back are not considered dishonorable.

 

ARROW GATHERING

Only archers may pick up arrows. A non-archer may toss one to a safer place, or may pick one up to deliver it immediately to an archer friend. Non-archers may not gather up arrows to keep them out of archers' hands. (The reason for this rule is that a military quiver would hold 36 bodkin-pointed arrows, while the average LARP quiver is bursting with 6 or so.)

FIREARMS

To use a firearm in combat, the user simply draws the firearm, points at their target, and yells "BANG!" as loudly as they can. If the target is unable to call a Dodge defense, they take a hit to whichever part of the body the user wishes, or the body by default. All firearms ignore armor completely.

Firearms are a relatively new concept in the Throne. A rich man's weapon, they are dazzlingly effective when they are employed, but have a number of less advertised quirks that can make them a challenge to own and operate. Gunpowder is expensive and rare - only the Dwarves know the secrets of its creation, and so even in the best of times, shot is in limited supply. Enough shot to fire the weapon one time costs 1 silver shield. Reloading is also problematic, taking a full 30 seconds to completely remove all spent shot, replace the bullet, pack and tamp the new shot, and prime the weapon for firing. Firearms are incredibly loud and startling for everyone involved. Except for the gunman himself, everyone who hears the Firearm being shot, friend or foe is considered Stunned after the weapon is fired if they are within 10 feet, making the weapons problematic in many situations. Lastly, the black powder that firearms rely on is very sensitive to moisture. Guns will not fire in the rain, and even wet weather causes all firearms to jam, requiring a repair from a professional to regain functionality for the day.

The range of a pistol is talking range, or about 10 feet. The range of the long rifle is shouting range, about 50 feet.