Weapons & Armor


Skip to Armor

    At Realms of Adventure, all weapons are represented by safe, padded foam “boffer” weapons. These provide a way to resolve combats in a way that is both exciting and safe. Of course the chance for injury always exists, so please make sure you read and follow the “Rules of Engagement” section of the rules. Below you will find the size ranges of the weapons found at RoA. When constructing your boffer weapon, PLEASE adhere to these rules. If your creation is outside this scope it will very likely be rejected and you will not be able to use it. All of these types are fairly self-explanatory in regards to what skill is needed to use them. The one exception is “Short Sword” which is a size classification necessary because certain skills call for a weapon “Short Sword sized of smaller”. These weapons are governed by the 1-Handed Edged skill if they are edged weapons like swords and axes, and the 1-handed blunt skill if they are maces, clubs and other blunt weapons. As always if you have any questions at all on weapons please contact us. You may find a boffer construction guide here. If you have an idea for an unusual weapon please run it by staff first. This will not guarantee the weapon will pass when we inspect it, but it will help if your design is one we definitely would not allow and are able to tell you to save your time and money. Additionally, at this time, latex and similar weapons are permitted at RoA, but will be subject to the same safety inspection and rules for all boffer weapons.  The standard sizes for weapons are below.


Minimum Length (in inches)
Maximum Length (in inches)
Small Weapon
Short Weapon
(Governed by 1H-Edged or Blunt Skill)
One Handed
Two Handed
Claws / Fists


The last restriction on weapons is the color duct tape that must be used. Any blade or other surface that is intended to be steel should be standard gray duct tape or black. Any part of the weapon that is supposed to be wood should be brown. Claws must be white and fists can be either white or beige. Lastly, SILVER metallic looking duct tape MAY NOT BE USED except with permission of RoA. Ordinarily this denotes weapons of high quality or magical enchantment. Check ourlinks section for places to get colored duct tape if it is not available in your area.



Most role-playing games offer some sort of protection from harm when you are wearing armor and Realms of Adventure is no different. Danger abounds in the world of Adraveth, and it is far better for a villain or foul beast to do harm to your armor than it is for them to do harm to you! The way armor works at RoA is very simple and can in many cases mean the difference between life and death. When you arrive at check in you should wear all your armor and allow it to be evaluated by staff. If the staff member checking your weapons forgets to do this, please make sure to ask about it. Armor will receive a point value based on the type of armor it is, the way in which it was constructed, and the area(s) it covers. The total of all your armor pieces you are wearing in turn forms a “pool” to draw from in the same way as health. This is simply called “Armor Points.” When you are struck in combat while wearing your armor the damage caused will first damage your armor before damaging you. When you have no remaining armor points, it is considered destroyed beyond the point of usefulness (you must get it repaired by someone with the armor smith skill or some other means) and any leftover damage goes through to your health. For example if you have 5 health points and 5 armor points and someone hits you with a sword, you would still have 5 health but your armor would be reduced to 4 points. If someone launched a spell at you which did 8 points of damage, your armor would be gone and you would take the leftover 3 points of damage to your health, effectively leaving you with only 2 health left.

Since armor can often be an expensive proposition and in the real middle ages or renaissance period none but the wealthiest could actually afford an entire suit of finely crafted armor anyway, armor is calculated per body area covered, based on construction and type as listed on the chart below. This is a rough guideline, and actual numbers may be slightly higher or lower based on staff evaluation. The word of the person evaluating your armor is final. In order to qualify as studded leather, the armor piece must be at least 50% covered by studs. Please DO NOT wear sharp protruding spikes etc. This will fail safety inspection.


Armor Type Head Torso Both Arms Both Legs
Light Leather/Fur 1 1 1 1
Hard Leather 1 2 2 2
Studded Leather 2 3 2 3
Chain Mail 2 4 3 3
Plate Mail 3 5 4 4

    You may choose to buy your armor or make it at your option. Costume armor that is not “real” is acceptable so long as it looks like what it is supposed to represent. For example many people who are handy have made suits or armor pieces out of rigid plastic and painted it silver to represent plate mail. If this looks good you will be awarded points. If however you make armor with tinfoil and duct tape, it is unlikely you will get any points at all. This type of armor looks terrible and detracts from the game. As we have said before, the word of the person evaluating your armor is final.

Armor does convey several other key benefits to the wearer. First, all armor will stop blade poison of the various types from affecting you as long as you still have at least 1 armor point remaining. If any WEAPON strikes you and the word “Poison” is used (i.e. “Poison!” or “Sleep Poison!”), you may avoid the effects of the poison (but will still take the damage from the weapon) by simply calling “Armor, Resist.” This lets your attacker know the poison is used up (it came off his blade and got on your armor), but did not affect you. This will not protect against magical poisoning (i.e. via packet), contact poison or oral poison.

Note that if your attacker causes “PIERCE” in conjunction with any kind of poison, your armor will NOT protect you from that poison, though you may still resist it through other means should you possess any. Remember that PIERCE causes damage directly to your character’s health (including arrows, which would cause 3 direct health damage), and will not cause your physical armor to take damage.

Some of the other key benefits of wearing armor are dependent upon the type you are wearing and the body area they cover.


Armor Type Head Torso Both Arms Both Legs
Light Leather/Fur N/A N/A N/A N/A
Hard Leather Resist Waylay N/A N/A N/A
Studded Leather Resist Waylay N/A N/A N/A
Chain Mail Resist Waylay Resist Pierce Resist Disable Limb Resist Disable Limb
Plate Mail Resist Daze & Waylay Immunity Resist 1 Pain Strike & 1 Pierce Resist 1 Break Limb & 1 Disable Limb Resist 1 Break Limb & 1 Disable Limb

    Note that all these benefits are independent of each other, since a wearer can technically wear just bracers, just a torso piece or even mix armor types (Ex – a plate helm, chain torso and hard leather bracers), so the benefit is assigned per area. For purposes of limbs, an “area” consists of both arms OR both legs. For this reason, a resistance that is listed in the column under “Both Arms” can only be used one time for the pair when one of your arms is struck. The same rule applies to the legs, whereby you may use the resistance once total for the pair. The benefits are passive and affect the first strike of a given type, but you may always choose to first use a parry or any other resist you may have in place of this benefit, preserving the effect on your armor. Once you use this resistance, the armor points on that body location are reduced by one and you lose the resistance. In this way only armor in full repair on a body area will provide you this benefit. Since armor points form the aforementioned “pool,” it is expected that using the honor system the armor wearer will keep track of the condition of his/her various armor pieces.

*Note—in cases where long sleeves are attached to a chain shirt, they WILL count as bracers for armor purposes but you must combine the materials and time for both bracers and chestguard in order to get full benefit of both.

There are a few exceptions to these rules. 1) If you resist a waylay with a Hard Leather, Studded Leather or Chain mail helm, your helmet will be considered destroyed and should be removed, resulting in the loss of any armor points it was worth. Plate mail helms provide immunity to waylay, and thus not only will the skill not work, no damage will be caused. Simply say “Immune, Armor.” A daze can only be resisted 1 time and will reduce the armor in that area by one as per the normal rules. While you cannot resist another daze in this fashion, you are still immune to waylay as long as the helmet has at least 1 armor point remaining. If the helmet is reduced to zero armor points, it should be removed to show that it is no longer offering protection. This can be done at a safe time after the combat has resolved. 2) In the case of plate mail, several body areas list something like “Resist 1 Pain Strike & 1 Pierce.” In these cases, you may resist the first of the two skills 1 time and it will reduce the armor in that area by one as per the normal rules. You may also resist the second of the two skills 1 time but it will not subtract armor points or reduce your effectiveness. You may only claim this benefit one time. This is representative of the resiliency of plate armor and prevents meta-gaming the mechanic to waste the resistance of that armor on a lesser skill.

Here are a few other notes regarding armor that you need to know. Armor cannot be stacked. If you wear a metal breastplate over a leather jerkin you do not get points for both. As a courtesy we will give you the higher of the two values. You may of course also use magical armor in addition to this normal armor. Each character is only permitted 1 suit of armor per event. Lastly, in order for the armor to be in effect it must be worn at all times. If the armor is removed, you will not get the benefit of the armor points.

Some combat scenario examples as to how this system works in practice follow. Note that “AP” will be used in place of “Armor Points” for simplicity:

1) John is wearing a short sleeved chain mail shirt, a pair of plate mail bracers and a pair of leather greaves. Looking at the chart for reference, staff awards him 4 AP for the torso, 4 AP for the arms and 2 AP for the legs for a grand total of 10 AP. Additionally he has the ability to resist a single pierce because of his chain mail torso, and may resist 1 Break Limb & 1 Disable Limb if directed to his arms on account of the plate mail bracers. His legs, being covered in only hard leather receive no addition benefit.

Feeling rather invincible John throws himself into combat with some orcs. The lead orc feeling threatened, tries to disable Johns left leg and the strike connects. Since John is wearing only hard leather greaves, the armor will not protect against that strike. John may still choose to use the skill “parry” (or another means if he has it)to negate the blow, but otherwise he must take the disabled left leg.

John calls “parry” and avoids the disabled left leg, vowing to be more careful with these orcs! He kills the lead orc without taking another hit of any kind, but just as he turns to face another foe he is struck on the right arm by another orc who calls “disable.” He made the mistake of only buying one parry so he can’t use that, but lucky for John his plate mail bracers can resist a single “disable.” John calls “resist” (but would be even better off saying “resist armor” so his foe knows exactly how the resist occurred) and the skill does not affect him and his armor remains undamaged. Seconds later another orc hits John’s left arm and calls “disable.” Now John is in trouble because he has no parries and has used up his one-time resist for disable for both of his arms. John is left with a dangling, disabled left arm.

The other orc, now moves in for the kill and swings “Break limb, pain 5 seconds” and connects with John’s right arm again. He calls “resist, armor” and negates the broken limb. His total armor pool is reduced to 9 points and the armor on his arms in particular is now 3 instead of 4, since he lost 1 point resisting the attack. He can no longer resist any broken or disabled limbs and is starting to enter into an area of serious trouble.

Note that in the scenario above, John could not use his limb resistances for his legs, since only his arms were covered in the appropriate armor type. Additionally, his resistances only counted once for the pair of arms, not once per arm.

2) Next event rolls around and upon Stephanie’s recommendation, John has her make him a chain mail shirt with long sleeves, he sells the plate mail bracers and buys plate mail greaves. His new armor total becomes the following calculation: Torso 4 AP, arms 3 AP, Legs 4 AP = 11 Total. While he can no longer resist a “break limb” effect on his arms he still can resist the first “disable” limb on that location. He also can resist either effect on his legs. Not that although they are technically attached, the chain mail sleeves and shirt count separately for terms of armor and resists. Full details on repairing it are provided in the armor smith recipes.

3)      Another event rolls around and John decides he does not trust some of the more unsavory types around town, so he buys a plate mail helmet. His new armor total goes up by 3, to a total of 13 AP. While walking in the woods at night, John is surprised as an amateur highwayman tries to waylay him. John calls “Immune, armor” turns around and dispatches the foe. His armor remains at full effect. He walks further down the road and through sheer obliviousness he is jumped 10 minutes apart by two more highwaymen, both of whom try to waylay him. He again calls his immunity and dispatches his foes, still at full armor. This same situation can go on indefinitely so long as John is wearing his helmet and it has armor points remaining.

In the event John is attacked by a foe in straight up combat, and that foe lands a “Daze” John can resist the daze by calling “resist, armor.” In the event he does this however, his helmet is reduced to only 2 points of armor and his total armor is reduced to 12. Note that his helmet can no longer resist daze, but it still offers immunity to waylay so long as even a single armor point remains. When the helmet loses its armor points, John should remove it.

Shields must be within the constraints of 30″ round. Tower shields must be no wider than your forearm (from your elbow to the end your knuckles with a closed fist) and no taller than the space between your ankle and your collar bone. All shields must be padded around the edges with pipe foam, and no screws, nails bolts or other potentially hazardous things should be protruding. Shields may be made of almost any sturdy material including plywood and plastic.