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Battle & Gear

     Weapons, shields, and metal armor are not permitted to be used until they are cleared through Armoury Check and must bear an approved Armoury check ribbon. Shields and metal armor must have all sharp edges padded. If a weapon is not tagged it will deal no damage, if a metal piece of armor is not tagged it will provide no protection. Check your tange reps!

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     Combat takes place in real time. There are no turns or rounds in Shattered Realms, but there are combat scenes for the purpose of certain effects. A combat scene ends when there is no more combat taking place for 60 seconds or more.​​​

Armor

     Physical damage dealt is first soaked by any armor worn. Once there is no armor left the damage is then dealt to the body. There are five locations on the body that can be armored. Once a piece of armor runs out of AP it must be repaired before the AP is replaced.

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A1 & A2: arms, each count separately. Can be gauntlets, rerebraces, vambraces, or pauldrons. 

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B: legs, count as one, if made into two pieces, both must be worn for the Armor Points to count toward your health. Can be cuisses, kidney belt, or greaves. 

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C: torso, counts as one. Can be a cuirass or girdle.

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D: head, counts as one. Any kind of helm, mask, face shield, or bevor.

Armor Diagram.png

     Anyone is capable of wearing fabric armor up to Padded (tier 2). A talent with light armor is needed to wear higher tiered fabric armors. There are also talents in medium (leather) and heavy (metal) armor. Each tier of fabric armor gives each armor piece an additional Armor Point. Silken is 1 each, Padded is 2 each, Linothrax is 3 each, and Brigandine is 4 each. Leather armor grants the wearer 5 AP each piece, and metal armor grants the wearer 6 AP each. 

Imbued Items

     An individual is only able to carry so many aether imbued items on them at once without specially prepared containers.  Too much aether in one location causes wild aether effects and can become dangerous. Not only would the random effects possibly cause the wearer harm, but it may cause the items to lose their imbuement. To avoid this, keep to only wearing aether imbued items on these parts of the body.​

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1. the head. So long as any head armor you are wearing isn't aether imbued, you can wear a hat, mask, hair ornament, spectacles, facial jewelry, or implant.

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2. the neck. Something in this location can be worn even while wearing aether imbued armor. Items allowable include necklaces, collars, and gorgets.​​

Magic Items Diagram.png

3. the back. Something in this location can be worn with aether imbued armor, so long as the armor does not have a cumbersome back component. Allowable items include packs or satchels, quivers, and capes.

 

4. waist or hips. So long as there are not aether imbued armor in this area one can wear an additional small satchel, belt, belt token, sash, chatelaine, drinking vessel, misc. hanging accoutrement, scabbard, or quiver.

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5A&B. arms, wrists, and hands. So long as there are no aether imbued armor being worn in these areas an aether imbued item may be worn on either side. Options include arm cuffs, elbow pads, jewelry, gloves, cuffs, 

Combat

     All combat is to be lightest touch. At this time we are not allowing stabbing motions, but that may change with stricter weapon building rules in combination with completing a short training session. Absolutely no strikes to the red areas: Head, neck, hands, groin, or feet. Not only is this not allowed for safety reason, but no damage will be counted for strikes to these areas. Damage and damage type, if any, must be announced on strike. â€‹â€‹

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    "Three", "Silver Three", "5 foot radius Burning Three"

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     Flurries of blows are not allowed, unless there is a special ability to do so. Each melee attack must make a 90 degree rotation before landing again. 

No Hit diagram.png

Attacks can only be grouped in quick successions of 3 at once. Caster volleys must also adhere to this rule. Bullets do not penetrate metal armor unless they are armor piercing rounds, if so they must be announced when firing

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     "Piercing Three"​​​​

     !!: Some players may be non-combat players. For physical or mental health reasons it is not permitted to engage in physical combat with them. No one is to touch these players with their weapons or ammo packets. These players will be designated by a particular headband. At this time we are testing out an alternative method of combat for these players. 

Spell and ammo packets should be native seeds between 1-3oz and must utilize 100% cotton (or other biodegradable) fabric in their construction. Caster rounds should all have their player ID marked on them.​​​​

© 2024 by A M Rodriguez. 

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