Please use this addendum if you received or downloaded your campaign book before March 30, 2003
Chapter 8, Creating a Character
This chapter should include the following additions:
Using Attributes, Headers and Skills
As you build your character, you will assign character points to build up your attributes and your skills. You have five attributes which determine your capabilities and limitations, and your skills measure the knowledge you have amassed that affects the play of the game. You will gain more character points as you play the game. For more information on ways to earn CP, see " Earning Character Points (CP)" on page37" on page .
Each character has five attributes. These attributes are not meant to measure the capabilities of you as the player, nor will they limit your natural abilities. These are only a limit to the game skills you can use. If you do not purchase a high Water, which represents your mobility, it in no way decreases your chance to actually jump out of the way of an attack, but it does limit how many game skills you could use before that resource was exhausted.
The five attributes are Air, which represents your mind and cognizance; Earth, which represents your physique and stamina; Fire, which represents the strength of your passion; Water, which represents your mobility; and Void, which is your ability to focus your inner resources. Each attribute begins at 2, and each can be raised by spending character points. To use skills you will expend attribute points. Each skill has an attribute cost associated with it, and when you use that skill, you temporarily expend the indicated amount of that attribute. These points are refreshed at each event you attend.
Void is a unique attribute in that you can exhaust a Void point to refresh your Air, Earth, Fire, and Water. This makes Void most important for maintaining a high level of power over the course of an event. Using Void to refresh your attributes does not refresh your Vitality.
Refreshing your attributes with Void takes 5 minutes of roleplaying. You cannot use game skills or leave the general area during this time. If this procedure is interrupted, the Void remains unspent, the attributes are not refreshed, and you must start again. Each character should have their own personal way of refreshing their attributes with Void. You might meditate, stretch, practice katas or maneuvers, pray or chant, or a variety of other activities. You might do a combination of these things.
Spending Void to use skills, use abilities, or cast spells does not take 5 minutes and does not refresh your other attributes.
Attributes can be raised by spending character points. You must spend a number of character points equal to the new attribute value to raise it one point. If an attribute is 3, you can raise it to 4 by spending 4 character points. If an attribute is 4, it would cost 5 character points to raise it to 5 and another 6 character points to raise it by another point to 6.
Skills & Headers
The measure of your knowledge and training are defined by skills. To simulate various levels of skills, there are certain activities that the game does not allow you to attempt if you do not have the skill for it. If a skill exists for a certain type of activity or to manipulate a certain type of prop, then you may not attempt that action unless you have that skill or a specific ability that allows you to do so.
Skills are divided under headers. These headers represent basic training necessary to use the skills that fall under that header, and they have no game effect other than that. You cannot purchase a skill under a header unless you have purchased the header first. Open skills are all the skills which do not have a header. Anyone may purchase open skills. Some skills have additional requirements which must be met before the skill is purchased, and these are described in the description of the skill.
Some skills can be purchased multiple times, with each additional purchase increasing the effectiveness of the skill. These skills are marked with an asterisk. You must pay the cost of the skill each time you purchase it. Some skills will limit the number of times you may purchase them. This limit will be in the description.
Once you have begun to play a character, you will accumulate more character points and may attempt to gain additional skills. You can purchase any skill from this book, but skills that are not listed in this book are called hidden skills. You cannot purchase hidden skills unless you have received training in that skill by someone who has already purchased the skill. Your teacher must also have the in-game skill Teaching, which is not usually available to players. If you are purchasing another level of a hidden skill you already know you still need a teacher and that teacher must have purchased the hidden skill a number of times no less than the level you are trying to obtain.
To use skills, you exhaust attribute points. Although many skills will exhaust a single point from one of your attributes, certain skills may exhaust more than one point or even exhaust points from more than one attribute. These points are removed temporarily from the attribute in question, until you refresh your attributes by expending a point of Void and roleplaying for 5 minutes. You may not use a skill if it would exhaust an attribute point that you do not have.
Chapter 12, nTeraction Rules
This chapter should include the following additions.
Under Attack Effects on page 97, add:
Your ability to strike with melee attacks is severely weakened. You cannot deliver maim effects or called damage effects with your melee attacks. Weakness does not affect uncalled strikes or any other weapon skill. The Weakness effect will last until you rest for five uninterrupted minutes. Resting characters cannot walk, run, refresh attributes or use any game skills.
Under Advanced Rules on page 105, add:
Someone precedes an attack verbal with "permanent" and calls out the verbal. The effect will last for the remainder of the event. Ignore the standard duration of the effect. Permanent effects may not be removed by resting, but may still be removed by the Cure effect. Effects that already have a permanent duration, such as damage and Death, are unaffected by the Permanent trait.
Chapter 13, History and Society
Replace the entire World Information Overview section on page 109 with the following version:
World Information Overview
Notes: Atlas Adventures is set in a world very similar to ours, but nevertheless a fictional version of it. The campaign world you will play in is based on real-life 1911 Morocco, but is our own version of it with new rules, possibilities, and maybe even a different past and future. In general, real-life history is the same as game history, except as otherwise defined in this book or during events. There is no guarantee that history once we begin game play will proceed as it does in real history books. In fact, as you interact with and change the Atlas Adventures world, it is very likely that it will not.
Puerto de Maio is colloquially pronounced "poo-EHR-toh MAH-ee-oh". The "de" is dropped.
Morocco, 1911: The great powers of the world are engaged in bitter political struggles over foreign holdings across the globe, and nowhere is the rivalry of these wealthy, influential nations clearer than in Morocco. Situated at the top of Northern Africa, Morocco forms the southern shore of the Straits of Gibraltar, a narrow seaway that separates Europe from Africa and is critical to one of the most important trade routes of the time. Trade means money; Africa is a new land to be explored, civilized, and exploited. Morocco is the gateway to all this and more. Spain, France, Britain, America, Germany: There is hardly a modern nation that hasn't made its presence felt in this mysterious land. Competition for export goods, land holdings, trade rights, ancient treasures, diplomatic influence, and historical discoveries has driven each nation to contribute a significant consular corps to the country, which extends from the start of the Atlas Mountain Range in the northeast to the Western Sahara in the southwest. The notion that in truth, the nations vie in Marrakech and Rabat, in Tangiers and Fez and Casablanca to establish the Kingdom of Morocco as their own protectorate and colony is on the lips of every native, even the Sultan. It may be true.
But some places in Morocco hold a draw even beyond exotic treasures and cultural curiosity. Prompted by the dual discovery of a powerful and magical Locus point as well as extensive ancient crypts on the island of Puerto de Maio, a University Consortium Project is underway there. A collaboration between Oxford University in England, Harvard University in America, and The Sorbonne in France, the Consortium plans to fund several research departments in Puerto de Maio, offering grants for studies in a broad range of topics, including Ancient Studies (offering Archaeology, Egyptology, Classics, and (reportedly) Magic), Galvanism, Philosophy, Anthropology, Necrology, and Metaphysics (including Phrenology, Cryptozoology, Geomancy, Mesmerism and Spiritualism). Leaders in each field have been recruited from the Consortium Universities and others to found this project. Researchers, scientists, academics, students, and interested professionals and amateur colleagues from all walks of life in Europe and the Americas have begun flocking to the region to participate and observe. Puerto de Maio's unusually diverse natural and cultural history lends itself readily to extensive study by all of the University Departments. Moreover, the Sultan has recently allowed licensing for foreign parties to excavate the labyrinth of crypts situated under the town; preliminary reports indicate that these ancient sites were constructed prior to 2000 BCE when the Egyptian Empire extended into North Africa, but most portions have yet to be dated or even unearthed.
Naturally, the eruption of activity, news and gossip in Puerto de Maio has aroused to action a great many others who are keen on the prospect of adventure, knowledge, and profit. Art dealers, publishers, and wealthy patrons of all kinds have arrived to calculate the opportunities inherent in such collaboration. Importers and exporters of fine goods, collectors of antiquities, connoisseurs, treasure hunters, and independent experts have already sent reports of inestimable fortunes to be had. The famous British Adventurer's Club has organized a permanent presence and is actively recruiting in Puerto de Maio; the game hunting branch of the Club has been scouting the surrounding forests as well. It is rumored that its most renowned members, such as Commander Robert Peary, Nellie Bly, and Sir Ernest Shackleton, have taken a close interest in the region. Daily, members of the international Press Corps arrive, and journalists, photographers, chroniclers, and correspondents of all kinds have begun wiring fantastic and, at times, scarcely believable reports.
On the perhaps less surprising side, word of petty crime and some civil unrest in Puerto de Maio has reached the public. Some of the tumult seems to stem from typically mundane disorderliness, such as thievery, trading in illegal goods, and other avocations in which the n'er-do-well typically finds amusement and profit. More worrisome is the rumor of growing tension between diplomatic missions in the region, most notably the consular corps of Spain, France, Britain and the Americas (most of which include at least a token "protective" military presence). Of late, French Foreign Legionnaires have been mentioned in the news for skirmishing with various parties - mostly in the local recreation establishment. A war in between Moroccan tribes competing for control of Puerto de Maio rages on the nearby mainland. There have also been inconsistent and conflicting wire bulletins that the native population, or the ruling Sultanate of Morocco (or both), may be showing signs of apprehension regarding the large influx of influential, wealthy and powerful nations in their midst. Disturbing and darker rumors of violence in the area have emerged, ranging from unusually vicious local wildlife, to strange and fearsome Occult activities, to tales of mythological figures that have been revived with the surge of interest in the area. Still other reports describe alarming attacks but do not seem to name their source. Thus, a number of military personnel, bodyguards, and professional soldiers have come to Puerto de Maio to offer their services to those who may require them. An interesting challenge to these martial men and women is the complete failure to operate of most modern weaponry (indeed, of most mechanized devices altogether) in Puerto de Maio - a mystery, it seems, to be unraveled by those more mechanically apt (see below). As one might expect, the militarily-inclined have stalwartly replaced modern conveniences such as the repeating sidearm with more outdated but serviceable weapons, such as swords, hunting pikes, and single-shot pistols.
With the need for arms surely comes the need for medicine, and local embassies and organizations are said to be sending requests for additional physicians and other medical staff to see to the proper treatment of the community. Doctors and researchers in the area apparently have found a variety of flora from which beneficial new poultices and extracts are being made. It also appears that the more intrepid in the medical field are considering a creative approach to their work in Morocco: some visiting physicians are said to be considering contacting local inhabitants, particularly the ancient Berber tribes, to gather information on their traditional medicine. This quaint notion may provide a fascinating look into the practices of a population not yet arrived into Modern Times, and there is no doubt in the minds of visitors that advanced Continental medicine will benefit the native people.
The press in Morocco has also sent word of several landmarks noted in Puerto de Maio. These include a venue referred to only as the Theatre Moderne. Rumor of the owners and performances are varied and thin, but all accounts name the entertainment strange, fantastical and at times magical, dazzling audiences and mystifying the more scientific-minded. Reports also say the entertainers' pay is very good - steamers to Puerto de Maio are said to be flooded with artists, from American suitcase vaudevillians to Paris Cancan Girls to turbaned Clairvoyants. Another landmark of note seems to be a very large Clocktower in the midst of the city, the surface of which is covered in an intricate, unfinished gearworks. Information on this curiosity is the most scant of all, but descriptions claim that it seems to keep a form of time that defies explanation. One theory suggests that the total malfunction of all but the most basic motorized and mechanized devices that has plagued visitors to the area may indeed be related to proximity to the Clocktower. This revelation has lured many mechanical engineers and designers to Puerto de Maio, who have discovered quite a large and unexpected cache of disassembled gearworks amongst the various ancient and ancestral sites in the area. The brightest Engineering minds are said already to have descended on Puerto de Maio to investigate the Clocktower, as well as to research and design mechanized devices that can be used successfully in the vicinity. University Galvanists and Engineers have begun studying this find as well.
Those trained in Mentalism, Spiritualism and Magical and Occult Arts also have reason to take note of Puerto de Maio. The presence of a large graveyard with markers ranging in period from ancient to modern-day has excited the interest of many whose stated talents lie in contacting the World Beyond. Individuals claiming to be talented in these mystical pursuits report that the region has a rare abundance of spiritual energy available both for the martial forms of Mentalism, and for those who wish to commune with spirits for informative purposes. According to Geomancers and other experts, Puerto de Maio is also home to a Locus point, which reportedly allows those with mystic abilities (and, oddly, skilled entertainers) to restore the spirit of a dead person back to its body, bringing the person back to life. Despite growing evidence, the controversy in academic circles over whether such fields of study are even legitimate continues, and only further experience in the area will bear out the truth. What is clear is that reports made on a related topic by credible archaeologists are true: a large collection of heretofore unknown Magical Incantations has been unearthed, more than doubling the world's store of previously-known enchantments. These new invocations have been circulated among scholars of the field and are already in use. The discovery has drawn an ever-growing multitude of scholars and treasure-hunters to the island, eager to unearth even more of these treasures.
Chapter 13, History and Society
In the Philosophy and Religion section, there are two sub-sections entitled Conflict and Resolution. In the Conflict and Resolution sub-section on page 133:
Change the title "Conflict and Resolution" to "Creation and Destruction".
The Conflict and Resolution section on page 131 is marked properly.
Additional Chapter: Weapon Construction
Add the following chapter on weapon construction and approved weapon types:
This section includes weapon construction and safety guidelines for boffer weapons, packets, and spring guns approved for use in Atlas Adventures.
Combat is resolved with a staged system that uses props for weapons and spells. In order to ensure that these props are safe, certain guidelines on their construction are necessary. Weapons and packets must be checked at each and every event where they might be used. You are responsible for the safety of any prop you swing or throw in combat, so you should check them yourself during the course of an event.
Every player, both PC and NPC, is responsible for bringing their own weapons and packets. We will try to have weapons and packets to rent at our events, but we can make no guarantees about the availability of these props. We reserve the right to fail any weapon or packet we deem unsafe. It is not uncommon for weapons to fail or break, so you should try to bring a backup weapon and materials to repair your props.
Boffer Weapon Construction
Constructing a weapon requires time and patience, but it is not that hard once you have practiced a bit. We describe the steps to create the various weapons below, and include the details along the way. One problem with weapon materials is that they vary wildly, even within the same brand name. If you follow the suggestions, it is remotely possible that a weapon could fail because of an unusual inconsistency in the core or foam.
1 - Choose Your Weapon
First, you have to figure out what type of weapon you are making and determine the length and construction requirements. The various weapon types and their dimensions are explained at the end of this document. Each type requires its own skill, but anyone can use small weapons under 24 in length.
2 - Create the Core
Next you must create the weapon core. For thrown weapons you skip this step. Your core materials depend on the length of the weapon, which you determined in step one. The weapon core will need to be 4" shorter than the overall length of the weapon. Each end must be capped with a coin or strapping tape so there is no hole at the end. Each pipe insulation overlap will need to be 1 and the foam thrusting tip must be 2 in length. The core materials we allow are described below.
This common core can be used for one handed weapons and is used with aluminum to make two handed weapons. You will want to find schedule 20 PVC pipe with a thin wall. There are schedule 40 pipes with thicker walls that are too heavy to make good weapons. This core can also be bent into bows by applying very hot water, or softening it if you are good with the heat of a stove or gas burner.
This core is too "whippy" to use for longer weapons, but weapons as long as 36" might be safe with a 1/2" core. This material is not good for any other type of weapon.
This core can be used for one handed weapons and is used with aluminum to make two handed weapons. You will want to find schedule 20 CPVC pipe with a thin wall. There are schedule 40 pipes with thicker walls that are too heavy to make good weapons. This core can also be bent into bows by applying very hot water, or softening it if you are good with the heat of a stove or gas burner. CPVC has more whip than PVC, but it can be used for weapons up to 42" in length. Some types of CPVC might be stiff enough for slightly longer weapons, but you will have to watch the whip closely or the weapon will likely fail inspection. CPVC can be used with aluminum in two handed weapons as well.
This material has no give, so it cannot be used for one handed weapons. The purpose of aluminum is to give two handed weapons less whip. Two handed weapons use a 7/8" galvanized aluminum and 3/4" CPVC core. The cores should be picked so the CPVC fits snugly into the aluminum. They should overlap about three inches and be secured together with an adhesive like Plumber's Goop or with a good amount of strapping tape wrapped around the seam. I would suggest both the adhesive and a small amount of strapping tape. Suggested lengths for long weapons are as follows.
72" weapons should have 48" of aluminum and 23" of CPVC. With 3" of overlap you have a core that is 68" long. This leaves you room for the required 1" overlap of pipe foam on each end and a 2" thrusting tip.
64 weapons are a little shorter, so you can use a little more CPVC. You should use 36" of aluminum and 27" of CPVC. With 3" of overlap this gives you a core that is 60" long. This leaves you room for the required 1" overlap of pipe foam on each end and a 2" thrusting tip.
The staff should have aluminum in the middle of the weapon with CPVC on either side where the striking ends are. You will have to cut the core a full 6" shorter to give room for 1" of overlap and 2" of thrusting tip on both sides. The staff should use the ratio of half its length as aluminum in the middle and one fourth as CPVC on each side.
Two handed weapons of different lengths should use similar ratios so they are not too whippy but have give at the striking end.
The core this refers to is actually called spiral wound fiberglass tubing and can be purchased from a company called Into the Wind. Intended to be used as a kite pole, the core is light, durable, and has give. One handed weapons use the .505 diameter pole that sells for under $5.00. If you wish to order it, the part number is 4409.
This core is a thicker version of the spiral wound fiberglass tubing that is purchased from the company called Into the Wind. It is almost twice as expensive as .505, but it is needed if you intend to make ultralight two handed weapons. Ultralight two handed weapons require extra padding down one side of blade consisting of 1" of open cell foam or an extra layer of 5/8" pipe foam.
Because ultralight weapons are so light, we are especially careful to insure that those using these weapons roleplay their swings properly. Though we allow the use of these cores, this is considered a privilege and players who perpetually swing from the wrist and machine gun will lose this privilege. Roleplay your swings.
3 - Pad the Striking Area
Next you will have to add the padding to the striking surface of the weapon. The padding should be 5/8" pipe insulation. Weapons have traditionally used 5/8" green Climatube 80 pipe insulation, but the parent company has discontinued that foam. Suitable replacement foam can be found through McMaster-Carr at 732-329-3200 or online at www.mcmastercarr.com. Search for polyethylene pipe insulation. The product numbers for un-slit foam that fits various cores are below:
Ultralight .410 and .505 corePart #4530K161
Ultralight .610 corePart #4530K162
Ultralight .750 core
3/4" PVCPart #4530K163
1" PVC and 7/8" AluminumPart #4530K165
All wall thicknesses are 3/4 inch which will last longer and provide more safety padding than the Climatube 5/8".
For shield edges, use part #4734K151 which is a slit, self sealing foam that is easy to apply around the edges of a shield.
The pipe foam should fit snugly over the pipe without rattling. If the foam is too big, you may add a strip of weather insulation to the core or use strapping tape to pad out the core at three or four points. We prefer to use weapons with a diameter of around 2", but we allow a wedge to be removed from the pipe foam to be so long as the diameter of the weapon is no less than 1 and 3/4". We reserve the right to restrict such weapons if this proves to be problematic.
The pipe insulation must extend past the end of every core by at least 1" and the resulting hole must be filled with a rolled up bit of pipe insulation. Use strapping tape to hold in the filler.
Once the basic padding is added, you may add extra padding to two handed weapons using another layer of pipe insulation cut in half to fit over the foam. You may also use a narrow strip of open cell foam. Weapon heads are also made from open cell foam. Attach the extra padding with strapping tape to prepare it for the final layer of duct or kite tape.
It is suggested that two handed weapons, particularly staves, cover the grip area or at least most of the grip area with a thin walled pipe insulation to protect against accidental contact with the grip. This is not required unless a player is reported to hit opponents frequently with the grip of the weapon.
4 - Add Cross Guards
Cross guards and hand guards may be added to blades using pipe insulation or similar materials. All guards must have give and be deemed safe by the staff. We discourage cross guards on other types of weapons, but if the player can show us an example of a medieval weapon with a similar feature we might consider it if the cross guard is deemed safe. Other weapons may have a small hand guard if it only protects that hand.
5 - Add the Pommel
If the weapon is a blade it will need a pommel. Pipe insulation must extend past both ends of the core by at least 1 and the resulting hole must be filled with a rolled up bit of pipe insulation. Use strapping tape to hold in the filler.
6 - Add a Thrusting Tip
The tip of the striking surface must have a thrusting tip. This tip is 2" of open cell foam. Longer thrusting tips tend to bend. Cut the foam to cover the tip. Once the tip is in place, use duct tape or kite tape to cover the tip. Take a length of tape and place it so it goes across the end of the tip and down both sides, attaching the tip to the weapon. If the tip is round, use a razor to cut the corners so the tape conforms to the tip. Now add another piece of tape so it goes across the end and down the exposed sides of the foam tip. Use a razor to cut the corners so the tape overlaps slightly and conforms to the tip. Finally, poke many tiny holes all over the tip so the air can escape and the tip can contract and expand freely.
If the weapon uses other open cell foam, you might find that when the foam compresses that the tape wrinkles as it sticks to itself. You can prevent this by covering the open cell foam with plastic wrap used for food storage before taping over the foam.
7 - Cover with Tape
You may now cover the entire weapon with duct tape. Kite tape is also allowed. The tape should run down the length of the weapon and have a slight overlap. It should not be wrapped in a spiral around the blade. Even duct tape varies in weight and thickness, so you should look for a thinner, light tape. The majority of the weapon should be black or gray where there is metal, and black or brown where there is wood. Bright colors are not allowed as the primary color of the weapon, though decorations are allowed.
Packets are small bean bags that are thrown to represent magical attacks or special powers. They should be made of stretchable fabric and filled with birdseed. You should use only small birdseed with no larger or sharper seeds. A square of fabric is pulled around the birdseed and its corners are gathered together to form a tail and closed up with strapping tape. You may also sew a packet shut. Sealing the packet with rubber bands or other types of tape will be allowed on a case by case basis, and the packet should have give in any case. Packets with any other material inside will not be allowed.
The head of the packet should be between 1 and 1.5 inches in diameter, and the tail behind the tape should not be longer than 3 inches. The fabric must be stretchable and cannot be pulled so tight that it no longer has give. You should be able to squeeze the center of the packet and almost touch your fingers together.
ActionBall Spring Gun Construction
Players are allowed to make their own spring-powered ActionBall guns. They must conform to the following guidelines.
The spring must have a deflection no greater than 10 pounds.
The gun must be manually loaded. No compressed air.
The gun must be loaded down the barrel. No hoppers or stick feeds.
The gun must fire only ActionBall ammunition available through The Adventurer's Outlet, Inc. This is to make sure all ammunition is safe and standardized.
The gun must fire only one ActionBall at a time.
Although we do not provide construction designs for spring guns, CPVC is the best material for barrels as it fits ActionBall perfectly. We highly recommend that you purchase or borrow an ActionBall spring gun made by The Adventurer's Outlet in order to understand the desired finished product, before attempting to construct your own.
Weapon Types and Dimensions
The types and dimensions of weapons approved for Atlas Adventures are explained below. Each type requires its own skill, but anyone can use small weapons under 24 in length. Two handed weapons are marked with a * in the length tables.
These weapons represent daggers and all types of swords. A bladed weapon has a striking surface that covers at least 2/3 of its entire length. The weapon may have a cross guard or hand guard, but the guard must be made entirely of pipe foam or the equivalent. The weapon lengths for blades are listed in the table below.
These weapons represent hatchets and all types of axes. An axe needs padding that covers at least 1/2 of its entire length. The striking surface is a head of open celled foam at least 8" in length that extends at least 4" from the shaft, and looks like an axe blade. The weapon lengths for axes are listed in the table below.
These weapons represent maces, hammers, and all types of smashing weapons with metal heads. A hammer needs padding that covers at least 1/2 of its entire length. The striking surface is a head of open celled foam at least 6" long that extends at least 4" from the shaft, although this could be 2" on both sides for a mace. The weapon lengths for hammers are listed in the table below.
Staves have a striking surface on both sides of the weapon. Each striking surface covers at least 1/3 its entire length. The middle section of the staff must also be padded, although you can use 3/8 padding for the grip of the staff so long as the full 5/8 is used for the striking surfaces. Because both ends of the staff are striking surfaces, the middle of the staff is aluminum and each end has PVC or CPVC. The staff has a thrusting tip on both ends. The weapon length for staves is listed in the table below.
The spear is the only long weapon that may be used one handed. A spear can only be used to stab an opponent. It cannot be used to swing. A spear must have padding that covers down the striking end at least 1/2 of its entire length. You cannot fight a spear and another weapon if that weapon is longer than 36". The weapon length for spears is listed in the table below.
Covering all types of longer pole weapons, polearms have the advantage of reach. A polearm must have padding that covers down the striking end at least 1/2 of its entire length. The striking surface must cover at least 12", and must include additional padding of open celled foam that extends at least 1" from the shaft or another layer of pipe foam cut in half. At Atlas Adventures, Polearms may NOT be curved. The weapon length for polearms is listed in the table below.
These weapons represent weapons made entirely from wood. A club needs padding that covers at least 1/2 of its entire length. The striking surface is at least 6" long. It may be open celled foam that extends at least 1" from the shaft, or it could be an additional layer of pipe foam. The weapon lengths for clubs are listed in the table below.
These weapons represent daggers, darts, and javelins. These weapons must be at least 2 in length, but larger thrown weapons such as javelins are allowed if the staff deems them safe. Larger thrown weapons may be weighted with birdseed, but at least 5/8 of foam must be between the birdseed and the surface. The weapon lengths for thrown weapons are listed in the table below.
These weapons use thrown type projectiles and a prop for the bow made from padded PVC. The arrows are round, open cell foam and tape projectiles with an 8 streamer. You must draw the arrow prop, touch it to the bow, and draw it back to your ear. You may then throw it to represent the arrow. The weapon lengths for bows and arrows are listed in the table below.
|Arrow||2" + 8"||2" + 8"|
These weapons use thrown type projectiles and a prop for the crossbow made from padded PVC. The bolts are round, open cell foam and tape projectiles with an 8 streamer. You must draw the bolt prop, touch it to the crossbow, and draw it back to your ear. You may then throw it to represent the bolt. The crossbow must have a length between 18 and 36 and a bow width between 18 and 24. We also allow NERF type crossbows if they meet the size requirements and the crossbow and bolts are painted so they are not brightly colored. The weapon lengths for crossbows and bolts are listed in the table below.
|Crossbow||18" by 18"||36" by 24"|
|Bolt||2" + 8"||2" + 8"|
Shields are defensive props used to block weapon blows. They cannot be used to strike another player. They are constructed from light wood or plastic, and all exposed edges must be protected with 5/8" thick foam piping. Most shields use a handle and an arm strap, but light shields might only have a single handle.
A buckler is a small shield that cannot be more that 24" at its longest dimension. A full sized shield cannot be more that 36" at its longest dimension.
The maximum dimensions for shields are listed in the table below.
Copyright © 2003 Atlas Adventures. All rights reserved. Reproduction is forbidden without express written permission from Atlas Adventures.