Weapon and Combat

As a participant in The Pact LARP events, it's essential to adhere to specific safety rules and guidelines, particularly concerning the use of prop weapons. This article will guide you through the safety regulations specific to The Pact, ensuring your thrilling role-play experience doesn't compromise your physical well-being.

Combat Simulation Safety

Combat accessories must always be handled safely. Any combat accessory must be safe and checked by the participant before use. Members of the organization reserve the right to inspect any play accessory provided by participants. The person handling the accessory is responsible for its safe and proper use.

Theatrical and spectacular touch-style combat is encouraged and will be rewarded, while aggressive or overly fast strikes that break the spectacle are actively discouraged. Head shots and strikes to private parts are prohibited and are ignored in the calculation of character Health Points. Combats must simulate the strength, impact, bounce, fatigue, pain, and difficulty of a real armed combat. Like any costume element, a participant’s combat accessory can never be stolen or taken without their consent.

An organizer who sees you fighting inappropriately may give you a warning and can declare you Unconscious. See the Codex for more details on a character’s bleed-out period. The Pact’s Code of Conduct must be respected at all times. The organization reserves the right to intervene at any time if a situation is deemed problematic, with consequences ranging from a warning to immediate banishment.

Physical Contact: Prohibited

Grabbing a person, their weapon, or their equipment is prohibited. However, it is possible to move another participant’s weapon if done safely. It is everyone’s responsibility to assess the environment to stay safe and comfortable.

If you wish to engage in a combat scene with physical contact, ensure you have the explicit consent of all participants before proceeding. If other participants join the scene, physical contact must then be avoided.

Interactions with the Environments

Fighting inside buildings is prohibited. If you are in a combat or chase scene, you cannot enter a building. If someone from outside wants to attack people inside a building, they must step outside to resolve conflicts or can accept defeat and act as if they fall into Agony. If those inside do not want to come out, once defeated, they must give up their lootable items if requested. No such provocations can occur between 2 AM and 8 AM. Waking a player without good reason goes against our gaming principles.

Combat Simulation Weapons

Our main goal is to provide an immersive, engaging, and safe LARP experience. By following these guidelines, you can enjoy the excitement of the battlefield while ensuring a safe environment for yourself and your fellow players.

All weapons, whether a sword, mace, axe, or dagger, should be constructed from safe, foam-based materials. These foam props allow players to enjoy the realism of battle without the risk of physical harm. You don't need to get your weapon checked if it originates from a trusted manufacturer and shows no signs of damage. However, all thrusting weapons require an inspection regardless of their origin.

Category Dimensions and characteristics
Blaster, musket Over than 55 cm
Blaster, pistol Below 55 cm
Bow and crossbow Maximum 25 pounds draw weight
* Crossbows less than 55 cm are prohibited.
Dagger Below 45 cm
One-handed weapon Up to 110 cm
Two-handed weapon Between 110 cm and 210 cm

Homologation

You do not need to have your weapon checked if it comes from a trusted manufacturer and shows no signs of damage. Homemade weapons are generally accepted but must be inspected by our staff before each event. Even if your weapon was accepted at a previous event, it must still undergo this safety check. All thrusting weapons also require inspection, regardless of their origin.

Thrusting Strikes

A thrusting strike is only permitted with a weapon from the spear family specifically designed for this purpose. These types of spears can stab but not slash.

Bows and Crossbows

Arrows and bolts must be made of soft foam, and the draw weight of the bow or crossbow must not exceed 25 pounds. Compound bows are not accepted. Lightweight crossbows are not allowed in Canada; any crossbow less than 55 cm in length will not be accepted at our events.

Thrown Weapons

Throwing weapons must not have a solid core. Like their melee counterparts, thrown weapons must be entirely made from soft materials to ensure safety upon impact.

Shields

Shields must have padded edges and must not have any protrusions. Even though a shield is designed for defence, it must not cause injuries or damage other weapons upon impact. A shield cannot be used to strike another participant in any way.

Blasters

Antique projectile weapons such as muskets, flintlock pistols, and blunderbusses are allowed at the Pact. These weapons must fire foam darts or balls without modification, such as Nerf or Rival products. Notable manufacturers like B3 Imagination Studio and Fakesteel Armory offer quality models. You can also use a modified Nerf blaster as long as it adheres to basic safety rules. A multi-projectile weapon, such as a blunderbuss, inflicts damage only once per shot, even if the target is hit by multiple projectiles.

Bombs

Alchemical bombs are projectiles designed to resemble bottles, alchemical products, or mechanical devices. They must not have a core, ensuring they cause no harm upon impact.

Oversized Weapons

While variety and creativity in weapon design can enhance the LARP experience, oversized weapons, such as fake tree trunks or swords larger than an average person, are not allowed at the Pact for safety and fairness among participants.