Weapons in this category are considered a part of long-distance combat. Guns are covered under the Gun Weapon Training. Listed under each weapon skill name is the base damage which the weapon provides, a brief description of its physical representation, and the signature damage call of the weapon. The damage call indicates the type of damage the weapon inflicts as well as the amount of damage. All ranged weapons apply bonuses from the Marksman Skill Path and from the Strength stat, with the exception of blowguns. Characters may at any time choose to call damage for less than they are capable of. Mundane weapons do not require tags but must be approved by a representative of the safety committee.
Blowguns
SP: 2
Maximum Damage: 1
Damage Type: Edge
This weapon proficiency allows the use of blowguns which are an air powered device that launches a Nerf dart. These weapons cannot exceed a damage call of one; Signatures calls must precede attack.
Signature Call: One Edge
Bows
SP: 6
Base Damage: 15
Damage Type: Edge
This weapon proficiency simulates archery. These weapons include bows, crossbows, or other arrow driven systems. The player may physically represent the bow and choose to throw spell packets or use Nerf blaster. If throwing spell packets, you must delay 3 seconds between each throw. LARP packet bows are approved for use.
Signature Call: Edge
Thrown Weapons
SP: 2
Base Damage: 1
Damage Type: Edge, Blunt
This weapon proficiency allows the use of thrown weapons. These boffers must be coreless. These weapons include small daggers, hand axes, or even rocks.
This training is also required to throw explosives, corrosives, pulse grenades, Greek fire, ect. When throwing one time use items, you do not benefit from any skills or feats. Spell packets cannot be used to physically represent thrown weapons.
Signature Call: Edge, Blunt
Deadeye
SP: 8
This skill allows the character proficiency with all the ranged weapon skills.