Combat Rules
Combat Overview: The Fracture game utilises a global hits system to represent the physical resilience of characters including armour and mutations during combat. Each participant tracks their total hits, which decreases as they sustain injuries or blows. The combat rules below establish clear guidelines for damage, dying, recovery, equipment usage, and special circumstances, ensuring fair and immersive play for all participants.
Non-Combat Challenges: Whilst many obstacles in Fracture require wit, insight, or teamwork—solving riddles, mediating disputes, decoding runes or code, or surviving the unexpected. Players are encouraged to collaborate and think creatively combat is also a significant part of the world of Fracture.
Fracture uses non-Lethal Combat: Safety is paramount. Use LARP-safe foam weapons. Armor and shields should be constructed from LARP-safe materials. Deliberate strikes to the head, neck or groin are forbidden. If a dispute arises, the GMT or a safety marshal adjudicates.
Combat Resolution: Fracture uses a global hit point system (e.g., most characters have 3-7 global hit points) which decrease with hits from a weapon or call-and-response mechanics (e.g. a declared magical effect such “Crush”). Hit Points can also be restored through Healing; Physicking or Magic.
Magic and Environmental Effects: Spells, hazards and environmental effects (e.g., unstable Mutations and Auras, Wild storms, or Cursed Ground) require players to solve puzzles, roleplay their reactions, or take damage against their Hit Points. The GMT or Game Refs may describe the consequences and opportunities.
Global Hits, Injury, and Dying: Every character possesses a set number of global hits, representing their overall health and ability to withstand damage. When a character is struck by a weapon, they lose one hit per valid blow. If a character’s global hits reach zero, they enter the dying state and must immediately fall to the ground, becoming incapacitated.
Dying State: In the dying state, a character cannot move, speak, or defend themselves. They may be stabilized through healing or recovery actions. If not treated within their bleed count which is 2 mins unless you have additional abilities, the character becomes terminal, at which point only extraordinary healing or intervention can prevent death. A terminal character is unconscious and beyond normal recovery.
Healing and Recovery
Natural Recovery: Rest and time allow characters to regain lost hits, provided they are not in a dying state or terminal. A full night’s rest restores all global hits unless traumatic wounds are present (traumatic wounds may be handed to players at any time in combat).
Magical and Physick Healing: Healing spells, rituals, or physick skills may restore hits or stabilise dying characters. Potions and special items can also be used, but must be administered by a conscious character. Healing traumatic and spiritual wounds requires specialised rituals or advanced medical and magical skills. (Spiritual wounds may be spontaneously handed to a player under specific circumstances).
Weapons, Armor, and Skill Requirements
Weapon Usage: Only characters trained in the appropriate weapon skill may wield advanced or specialised weapons (e.g., great swords, polearms, ranged weapons). Unskilled use results in ineffective attacks and may cause accidental self-injury.
Armor and Shields: Armor grants bonus global hits or absorbs specific types of damage, as defined by the game’s equipment rules. Shields may be used to block blows, but only by characters with shield proficiency. Armor and shield limits are enforced to prevent excessive protection.
The One Second Rule: To ensure safety and realism, players may strike with a weapon only once per second during combat. Flurries or rapid attacks are not permitted. Attacks must be delivered with controlled force, targeting safe areas of the body and avoiding the head, neck, and groin.
Attack Etiquette: Combatants should announce clearly when delivering a “enhanced blow” or special attack, using approved calls only. Respect the pace and maintain awareness of the environment to prevent injury.
Enhanced Blows and Fracture Energy: Enhanced blows are powerful attacks enabled by spending Fracture Energy. These must be declared with a loud call (e.g., “Crush!”) and may inflict additional hits or bypass armor, depending on the scenario. Each heroic blow consumes one Hero Point; effects are determined by the GMT.
Arrows, Bolts, and Through Damage
Ranged Combat: Arrows and bolts inflict “Through Damage” when striking a character. Arrows and Bolts are rare in Fracture as they have not been used underground for many millennia. The power of Fracture infuses with the arrow or bolt as it flies through the air striking with more than just concussive force. Only trained archers may fire arrows and bolts; all ranged attacks must be conducted from a safe distance.
Special Rules: It is possible for an Archer to learn how to use the power of fracture to charge their Arrows and Bolts to cause even more damage and a truly skilled archer may be able to take an opponent out in a single blow!!
Character Death
Character Death: Death occurs once your “Endurance Count” ends or through Mutation and is final unless the GMT rules otherwise. Upon death, a character’s possessions may be claimed by others. Dead characters may be searched, moved, or looted and murder, theft and looting are legitimate in game roleplay but always remember Rule 7 and don’t be a d**k!
Traumatic and Magical Wounds
Traumatic Wounds: Severe injuries such as limb loss, impalement, or critical bleeding cause traumatic wounds. These reduce maximum hits, impair abilities, and require advanced healing, surgery or rituals to remove. Traumatic wounds may result from failed healing, critical attacks, or environmental hazards.
Magical Wounds: Exposure to magical forces, failed rituals, or supernatural entities may inflict Magical wounds. These affect a character’s connection to the Fracture, causing unpredictable effects and limiting magical abilities. Healing Magical wounds requires specific rituals, guidance, or intervention from designated game staff.
Moving, Searching, and Capturing Dying Characters
Moving Incapacitated Characters: Dying or unconscious characters may be moved but require 2 open and unencumbered hands to do so (if the character has the “Super Heavy” Mutation then it requires 4 empty hands to move and they move a body with one open and unencumbered hand).. Movement must be slow and safe, using approved techniques. Searching an incapacitated character is permitted and requires 1 minute of “searching” unless you have the “Locate Valuables” Mutation in which case it is 30 seconds. Upon completion of a search all available IC items and valuables must be handed to the searching player. “Some mutations do allow players to hide some IC items such as the “Marsupium Pouch” Mutation.
Capturing and Escaping: Capturing a character requires them to be incapacitated or restrained within IC and OC rules. Escape attempts must be roleplayed and can succeed only if the character is conscious and able to act. The GMT adjudicates disputes and ensures fair play.
Sparring and Tournament Guidelines
Sparring: In Fracture, sparring is a safe, non-lethal combat activity designed for skill building and friendly competition between characters. All participants must clearly state their intent to spar, ensuring that blows are light and controlled according to Fracture’s safety standards. No lasting injuries or hit loss are permitted, and “Enhanced Blows” are strictly prohibited during sparring. This helps maintain the spirit of camaraderie and practice within the Fracture community.
Tournaments: Fracture tournaments are major community events, following the established Fracture combat rules unless the tournament organiser announces special exceptions. Every tournament requires at least one authorised event team member present to oversee proceedings and ensure that all participants adhere to the Fracture Code of Conduct. These events are meant to foster healthy competition, celebrate player achievements, and reinforce the game’s immersive roleplaying environment.
By keeping all sparring and tournaments aligned with the unique mechanics and community values of Fracture, players contribute to a safe, enjoyable, and immersive roleplay experience for everyone involved.
Weapons & Armour: Equipping Heroes in Fracture
In Fracture, your weapon and armour are more than just gear—they’re a badge of creativity, community, and teamwork! Whether you’re a Remnant duellist, a daring Devoted spellcaster, or am energy shield-bearing Techno-Priest defender, there’s a role (and a rule) for every player. To keep things safe and fair, all weapons, bows, arrows, shields, and armour must be checked by our dedicated Fracture GMT before you hit the field, so be sure to stop by weapons check and show off your kit!
Weapons: Adventure Awaits at Every Edge
Phys-Rep Rules: Every weapon must be a safe, realistic representation of its type—no garden shovels or frying pans as swords! Check costume guidelines before you buy or build. Most weapons can be used in Fracture but don’t use things clearly from other fantasy settings.
Categories: There are six main weapon types in Fracture:
Daggers: 6”–12”, open to all and maybe empowered with an Empowered Blow or Magical Call.
One-Handed Weapons: 12”–42”, examples are swords, hammers, clubs, pipes and other implements including ice clubs of fiery swords are ok to use!
Great Weapons: 43”–60”, requires both hands and the Great Weapon Technical skill. Let your imagination run wild but perhaps you are using an Arcane stick or techno-scythe it is all ok to use.
Polearms: 60”–84”, Great Weapon Technical skill required; both hands on and at least 18” apart, thrust safe tips must be checked each day by weapons check before use unlike other weapons which only need checking before their first use.
Pikes: 85”–108”, The Great Weapon Technical skill required; thrusting only, hands 18” apart. Must have a thrust safe tip which must be weapons checked before each days use.
One-Handed Spears: 60”–84”, hold within 8” of center, thrusting only. Great Weapon Technical skill needed.
Implements (Magical Tools): Wands (6”– 20”), rods (21”– 42”), and staff’s (43”–84”) are your Fracture Energy, spell-slinging companions! Magicians wield wands, rods and staff’s. Implements should look magical or technically magical; not weapon-like; and are required to cast any offensive spells.
Bows & Crossbows: Marksmen unite! Both require two hands and do through damage at all times and are restricted to participants 18+.
Thrown Weapons: Axes, javelins, ninja stars, death discs or balls or other safe phys-reps over 8” can be used but a weapons check is required!
Shields: Stand Together, Stand Strong
Bucklers: Everyone can use a buckler up to 15” (40cm) diameter.
Larger Shields: Unlock bigger shields with the shield technical skills options include round, tower, and kite shields (see size table for details!). Shields must be gripped by a handle; slung shields don’t protect you from blows.
Shield Safety: You may push with a shield while standing or walking, but shield barging is a no-go for safety. Some magical effects still apply if they strike your shield, so stay on your toes!
Armour: Gear Up for Glory
Armour Types: All armor must be a proper phys-rep. Light armor (padded cloth/thin leather). Grants 2 extra global hits. Medium armor (thick leather) grants 4 extra global hits. Heavy armor (metal or convincing replica) gives 6 extra global hits. Armour maybe enchanted with Fracture Energy. Light Armour can be empowered to a single rank 1 Enchantment. Medium to a max of a single rank 2 Enchantment and Heavy Armour to a max of a single rank 3 Enchantment.
Coverage Matters: Armor must cover the torso and four other locations (head, upper arms or lower arms, and / or upper legs or lower legs) for full benefits. Helmets that are at least padded grant 1 extra global hit and can be work by anyone, hats, circlets and such that offer no real world protection do not grant this additional hit.
Mixing Materials: Some materials can’t be used (cardboard, tinfoil, paper, wool masquerading as chain), so be sure to check before crafting or buying your armor.
The spirit of Fracture is about celebrating each other’s creativity and ensuring everyone’s safety. Collaborate with your friends to build the coolest kits, share crafting tips, and help newcomers understand the rules. If you’re ever unsure about your gear, reach out to the Fracture GMT team; they’re here to help make your adventure safe, fun, and unforgettable!
So gear up, check your kit, and step into the world of Fracture; where every shield wall is a chance to make friends, and every weapon is a story waiting to be told!
Weapons Safety—Play Smart, Play Safe
At Fracture, keeping the adventure safe, fun, and fair is everyone’s responsibility! We believe the best stories are told when everyone looks out for each other, so let’s make sure our gear is up to scratch before we dive into the action. Whether you’re a seasoned warrior or a brand-new hero, checking your equipment is a key part of our community spirit; so let’s play smart and play safe together!
Mandatory Checks: All weapons, bows, arrows, shields, and armor must be checked by the official weapon checking team before use at any event. This ensures that everything on the field meets our safety standards and keeps both you and your fellow players protected. Never assume your gear is good to go always have it inspected, especially after repairs or modifications. If your weapon is stab safe we asked that this is checked daily.
Buying and Checking: Even if you purchase an item from an on-site trader or bring brand-new equipment, it must go through the check-in process before you can use it. Our team is happy to help review newly acquired gear, so swing by and get your shiny new kit approved; better safe than sorry!
Weapon Construction Standards: Weapons must be constructed with safe foam, sturdy cores, and ample padding. Avoid exposed hard materials or sharp points. Handles should be secure, with no loose parts or dangerous edges. If you’re unsure about materials, ask the checking team or fellow crafters; collaboration is key!
Bows and Arrows: Bows must have their draw weight checked and should not exceed the maximum allowed which is 30lb. Arrows need to be built with safe tips, strong shafts, and must pass regular inspections. Broken or worn arrows are no-go; bring extras and check them often!
Shields and Armor: Shields should have proper padding, secure handles, and absolutely no sharp edges. Armor must be free of dangerous protrusions and constructed from safe, approved materials. If you’re mixing materials or adding new features, have them checked before hitting the field.
Banned Items: For everyone’s safety, certain items are not allowed; no real weapons, metal blades, glass, or materials like cardboard, tinfoil etc . The team will always explain why an item isn’t permitted, so don’t hesitate to ask questions and learn together.
Community Reminder: Help each other gear up and double-check equipment as a group; sometimes a second pair of eyes spots what we miss. Share tips, encourage newcomers, and support the spirit of Fracture: standing strong together while keeping the adventure safe. If you’re ever unsure, reach out to the weapon checking team; they’re here to help make your story epic and everyone’s experience unforgettable!
