Weapon Skills
All weapons and shields must be specifically made for LRP usage.
In addition all weapons, armour and shields, must be checked for usability and passed by a qualified weapons checker before use at a Lorien Trust event.
See the section on weapons checking for more information.
With this zero point skill your character can use a small weapon (7" - 18" overall length) in hand to hand combat, using your normal weapon hand (i.e. your right hand if you are right handed).
Small weapons inflict one point of normal damage per successful strike.
Weapons below 7" must never be used in any form of combat and are designed to be just a role-playing aid.
With this skill your character can use a one handed weapon (18" - 42" overall length) in hand to hand combat, in your normal weapon hand (i.e. your right hand if you are right handed).
One handed weapons inflict one point of normal damage per successful strike.
With this skill your character can use a two handed weapon (42" - 72" overall length) in hand to hand combat.
Two handed weapons cannot be used one handed.
Two handed weapons inflict one point of normal damage per successful strike.
With this skill your character can use a Pole weapon (42" - 84" overall length) in hand to hand combat.
Pole weapons cannot be used one handed.
One handed weapons inflict one point of normal damage per successful strike.
With this skill your character can use a bow, crossbow or sling to fire projectiles in combat.
You may not operate a projectile weapon and use a melee weapon in your normal weapon hand at the same time.
Projectile weapons can be divided into two categories:
- Arrows or bolts fired from a box or crossbow inflict one point of normal through damage per successful strike.
- Rocks or pellets fired from a sling inflict one point of normal damage per successful strike. This ammunition must comply with the same usability standard as all thrown objects.
To use this skill you must have passed a projectile competency test and be over 14 years old.
See Games Control or the Archers guild for details.
Projectile weapons must not be used as hand to hand combat weapons.
With this skill your character has the ability to throw a missile (e.g. a rock or knife) in combat using your normal weapon hand.
Thrown objects inflict one point of normal damage per successful strike.
Please note these thrown objects need to be made specifically for throwing and must comply with the same usability standard as all thrown objects.
Weapons intended for use in hand to hand combat must not be thrown.
With this skill your character can use a shield (any size and shape up to a maximum of 60" tall and 30" wide), for defence only, using your off hand.
You do not need to have the skill ambidexterity to use a weapon and shield.
Shields up to 10" tall and 10" wide, and without a rigid core are classified as bucklers and may be worn on your forearm only.
It worn in the way the buckler counts as two points of armour and not as a shield.
This armour value cannot be combined with normal armour.
When using a shield you may not employ the hand holding the shield to use a weapon.
Shields struck while being used in this way protect the user from all damage from weapons, with the exception of crush.
A shield used to block a crush is smashed and useless, but stops that blow completely.
Smashed shields take two minutes to repair and may be repaired in the same way as armour by anyone with the shield use skill.
Only one person can work on or repair a shield at a time.
An enchanted shield will protect against any normal blow and will only be damage by an enchanted crush.
Unless the shield's laminated powers card specifically says it is not harmed by crush damage, it will take the full effect from a crush blow.
Some highly placed members of the Armourers guild can repair and enchanted shield.
Shields must not be used as weapons.
With this skill your character can use a weapon or hold a shield in their off hand.
Please note that to use this skill you must already have the basic skills you intend to use.