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 Combat & Weapons [Characters]
 Posted: Feb 7 2012, 01:32 PM
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It's a box of spiders.
Total Posts: 2321
Member No. 1
Joined on 19-March 10.

Branson Faust, Rohesia Clements

Awards: 1

There will be times when a character is challenged or attacked either by another human or a pokemon, and the character may choose to respond with a physical attack or defense in addition to using pokemon. This is what is known as combat, and is analogous for battling with pokemon. The term may seem rather obvious, but in Harper it is a differentiation used to specify whether the fight involved the human's intervention or not.

Because humans are (obviously) not equipped for fights like a pokemon is, with teeth and claws and special powers and moves, they have invented weapons and armor over the course of time. To simplify (or perhaps oversimplify) things, weapons have a basic hierarchy not unlike the interactions between the various pokemon types, where one type will generally best another and be weak to something else. Of course, how a weapon is used and how creatively it is used can set this cycle of strengths and weaknesses on its head, but as a basic guideline, here are how they interact:
  • Daggers
    Strengths: Stealth, speed.
      Daggers are exceptional weapons for puncturing armor, cutting pursestrings, and for moving very quickly. Some daggers are very well suited for many fast slashes and more acrobatic techniques with longer or curved blades. They can operate in close quarters easily where other weapons may fail.
    Weaknesses: Defense, range.
      Despite being a good speed weapon, daggers are not suitable for serious combat (generally speaking). The amount of motion they require makes wielding them while wearing armor much beyond leather a difficult task, thus leaving the user lacking defensively. In addition, they tend to have a rather small range that requires the person to be very close to the opponent.
    Trumps: Polearms, Axes/Hammers, Bows. [all at close range]

    • Throwing Knives
      Strengths: Range, stealth, speed.
        Throwing knives are essentially ranged daggers, allowing for much of the same strengths, although they are not quiiite as good at puncturing due to the dissipation of force during throwing, however, in the hands of one who has mastered them, they can be accurate, unexpected, and deadly.
      Weaknesses: Hand-to-Hand, defense, retrieval.
        One of the biggest weaknesses of this type of weapon is that you are throwing away the weapon in order to attack, generally speaking. In addition, because they are not built to be used like ordinary daggers, close-range combat can be difficult. These also generally require patience to master and precision to use well. They have similar problems with defense to the traditional dagger.
      Trumps: Axes/Hammers, Swords. [at a range]

  • Swords
      Strengths: Versatility, sturdiness, ease-of-use/access.
        Your typical short sword is an excellent middle-of-the-road sort of weapon. It is generally sturdy, although breakages can happen, and is a very versatile blade that can be used to counter many types of weapons with relative ease. They are generally readily available and not too difficult to master. They are faster than some heavier weapons and allow for a sturdy defense.
      Weaknesses: Common, mid-range only, power.
        Some of their strengths are also their weaknesses, specifically being as available as they are. Many people, if not most, are prepared to defend against them at least to some general degree, and their limited range leaves them at the mercy of distance-weapons. In addition, they are no great shakes with power. Likewise, the defense is not exceptional, although not lacking.
      Trumps: Axes/Hammers, Bows/Throwing weapons [close range], Daggers

    • Long
      Strengths: Power, range, defense
        The long sword is often characterized as the penultimate weapon of a warrior, and this is generally due to the power that this type of blade can deliver and the ability of the bearer to wear heavier armor. This blade has a long range that puts it almost on par with a polearm and makes it superior to closer-ranged weapons if the bearer keeps a bit away. It is also a weapon that is good for attacking many at once if you are surrounded.
      Weaknesses: Moderately brittle, unwieldy, speed
        Longswords are somewhat prone to breakages due to their length, making them potentially unreliable. In addition, they tend to be both heavy and awkward to use and carry, utterly unable to be sneaky, and quite slow in comparison to smaller blades and polearms.
      Trumps: Axes/Hammers, Bows/Throwing weapons [close range], Short Swords

      • Rapiers
        Strengths: Speed, accuracy, power
          This is unquestionably one of the most light-weight and fastest weapons out there, next to daggers, and the accuracy that the rapier allows makes it deadly in the right hands, slipping through ribs or puncturing armor. The sheer accuracy of it and the ability to focus the person's strength in one fine point mean that it can pack an enormous punch in a puncture.
        Weaknesses: Brittle, defense, technique.
          Rapiers are, however, unpopular. They break easily and are therefore unreliable, and you find the same sacrifices in defense that you would in a dagger and for the same reasons: mobility. In addition, this blade generally requires a lot of prowess to use effectively, making it a challenging blade to master.
        Trumps: Daggers, Bows/Throwing weapons [close range]
  • Staves
    Strengths: Range, defense, versatility
      Staves are a very simple, but very effective weapon. Both the bladed and metal allow the user to chose how much speed they want to trade off for defense, but allow for a good sturdy one thanks to the weapon's ability to be used very effectively for blocking and the lack of demand for speed. This weapon is versatile, coming in both solid metal and bladed wooden varieties. Its length allows for a lot of creativity and general surprise, and is very good for keeping foes at a safer distance and batting down thinner weapons.
    Weaknesses: Power, somewhat slow speed, close-combat
      Despite the advantages, this is not a weapon that is known for its power. It can't pack the punch that a hammer might, and it isn't as fast as a sword, plus it is very difficult to use if an opponent closes on you, since it requires room to maneuver. It isn't especially fast, either, making this a very moderate weapon rather than something special.
    Trumps: Daggers, Short Sword & Rapier, Polearms

  • Spears/Lances/Polearms
    Strengths:Range, defense, power
      Possibly the ultimate hand-held weapon for range, these weapons are the choice for those who are mounted or for being the first line on a battlefield. They have a lot of power thanks to the concentration at the tip and/or the ability to swing it (as with some polearms), and allow the bearer as much armor as they like, more or less.
    Weaknesses: Close-combat, speed, brittle.
      Contrariwise, these weapons fail spectacularly in close-quarters combat, can be very awkward and slow to use, and may be broken with relative ease, since many have the pole section composed of wood or generally thin metal to keep the weapon as light as possible. It is important to note, however, that it is uniquely difficult for a weapon in this class to defend against another weapon from the same class.
    Trumps: Swords, Daggers [at a range], other polearms

  • Axes/Hammers
    Strengths: Power, defense, area covered
      Generally considered the 'tank' weapon, this class of weapon allows the user as much defense as they can carry (generally a lot since these weapons require great strength) while packing a devastating punch. They are exceptionally sturdy and can cover a wide area if swung, although they are not ranged.
    Weaknesses: Range, speed, maneuverability.
      Despite their sheer force, they can be quite slow and difficult to maneuver in even a moderately confined space. Their range is somewhat unique, falling short of a polearm but also leaving an open area for any who get in close to the bearer. This limits the weapon to rather specific circumstances, and makes it a bit challenging to be accurate with. All of this, combined with the general weight of the weapon and whatever armor the person is wearing, make this the slowest weapon out there.
    Trumps: Bows/Throwing Daggers [close range], Polearms, Staves

    • Throwing Axes
      Strengths: Range, power, defense
        These axes are modified to have all the benefits of your typical battleaxe, plus the added bonus of range. Again, the wielder is generally exceptionally strong.
      Weaknesses: Accuracy, retrieval, hand-to-hand.
        The ability to throw these does not come without a catch, of course. These weapons are difficult and heavy to carry multiples of, tend to pack less of a punch because of the difficulty of throwing, and are horribly difficult to aim with any proficiency. Like with any other throwing weapon, one of the biggest issues here is that you are quite literally throwing away your weapon. This type of axe is also no built for hand-to-hand combat, although it is much lighter than the battleaxe and easier to wield than throwing daggers or arrows. The main issue with this is that the axe has a short handle and you have to get up close and personal. Those who use this weapon in close quarters often injure themselves as they attack.
      Trumps: Polearms, Staves, Swords [at a range]

      Hand Axes/Hammers (Single Handed)
      Strengths: Speed, Versatility, Offense
        These weapons are light weight and fast, though not quite as much so as daggers. Depending on the specific design, these weapons can be used for multiple tasks (ex. Hatchets for battle and woodcutting, basic hammers for battle and civilian usage) and are a prime short range weapon. Focusing on slashing or piercing damage (axes) or armor busting percussive (hammers) these are handy offensive tools that grant the wielder swift and devastating attacks, even with limited training in their use.
      Weaknesses: Defense, Range, Handles
        Most of the defense granted by these style of weapons involves the users speed and very precise weapon placement. A sweeping hook style of motion is the most efficient form of parry, but an unskilled fighter can easily over extend the defense and leave themselves vulnerable to a secondary strike. The same goes for offensive attacks, as the sides are often left exposed. A typical mitigation for this is another weapon in their second hand, or a shield, but it is far from fool proof without good training. Being up to 2.5 feet (0.75 meters) means these weapons fall short in the range game, and one needs to effectively parry or feint to create openings in which to utilize the powerful strikes these weapons allow. And as most are designed with wooden handles rather than steel (common folk used what they could afford) the handles will need replacing as time goes on, especially if you make the mistake of blocking strikes solely with the handle. These can be easily made and reattached however.
      Trumps: Daggers, Ranged Weapons [in close combat], Polearms/Spears – Draw with Short Swords

      Bested by: Ranged Weapons [at range], Two Handed Axes/Hammers, Long Swords [at range]

      More info here.
  • Bows
    Strengths: Range, accuracy, power
      A sneaky weapon often favored by rogues, this is a weapon that allows the wielder to surprise a target or attack them from an unmatched distance with a whole lot of force that is capable of puncturing or denting most types of armor. Crossbow bolts are especially deadly, with the added advantage of requiring less strength to use. This weapon is generally very accurate (though may require practice) and arrows tend to be cheap, sold in large bunches, and not overly difficult to make. This weapon trumps pretty much all of the others as long as they are kept at a distance.
    Weaknesses: Speed, defense, versatility.
      The most obvious weakness here is that you can't really use an arrow like a dagger to much effect. It can work in dire straits, but you'd be better off punching in most situations. As soon as an opponent closes with you, the weapon becomes useless. However, archers can bear as much armor as they please, as a lot of motion is not required to use this weapon effectively.
    Trumps: Non-ranged weapons [at a range], Throwing Axes.

Armor is not treated in such a way, but different materials and construction methods as well as the area of the body it covers will generally define its use. Like weapons, how it is used matters greatly in how effective it becomes. Unlike weapons, armor is more of a linear progression of strength, where strong materials create strong armor that becomes heavier as it strengthens, thus slowing a character.

For something of a description of armor types click the link!

On another note, here is a quick reference for some general types of injuries that may or may not happen IC, so that if you become injured, you have a basis to play from.


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