Okay, so you're going to authorize heavy rapier. Here's what you need to do to not fail (in a nutshell):
-1. Read the damn rules in advance.I say "not fail" rather than "pass" because if you avoid these six common mistakes, it shouldn't be a problem. So I'll take them one by one. You can find all of this information at www.caidrapier.org (under the Marshallate heading), and you should
0. It's easier to borrow gear if you've got the stuff that's hard to borrow. Long sleeves and pants/skirt make this MUCH easier. With a skirt, wear knee-socks, and maybe bring tights in case you get a whiny marshal (if in doubt, wear pants for the authorization). Remember, you need to cover all of your skin in any reasonable position. For guys, please don't come without a cup, and a way to wear it. Tighty whities over boxers serve well, or you could use a supporter.
1. Start early in the day. About half of all attempts at authorization fail because the newbie waits too long to ask. As soon as you arrive, start asking who the provost marshals are, and whether they'll authorize you. If they've forgotten to bring paperwork, keep asking until you find someone who has. Then insist on taking the written test right away. Then get in armor, and if they don't, find yourself an authorization opponent (nearly anyone you don't practice with will do)
2. The written test. It's open book, but it wouldn't hurt to read through the rapier rules beforehand, would it? And if you printed them out already, it wouldn't hurt to bring your own copy. There are a few annoying questions on legal issues, so the following facts may be handy...
3. Armor Inspection: The key is to know what's required and err *way* on the side of caution here. Expect to be quizzed on the armor requirements, know what "puncture-resistant", "abrasion resistant", and "rigid" mean, and what parts of the body must be covered by each. Know how armor is supposed to be tested, and how long it's been since it has. As for the actual inspection, don't be afraid to borrow armor, but go for stuff that passes inspection easily. Arms and neck are the big problem spots.
Arms: Use the Isles T-tunic or the Darach "bar code" (just ask for it, I dare you :) , or *something* with sleeves, unless you have a shirt with BIG gussets. Later on, this will pass easier than the first time around. The other sleeve problem is your sleeves not staying secured to your wrists, and inside your gloves. If you lack wrist ties, you may have to tape your cuffs so they don't slide up. Safety pins also work well. You'll also need gloves with cuffs. Feel free to use the Isles loaner gloves (even if they're a little big for you) to authorize, and get in touch with me so we can make you cuffed gloves (very easy, customizable, and cheaper than buying)
Neck: Again, be conservative here, even if it's uncomfortable. Wear a long coif on your mask (worst case, tuck it into your doublet for the authorization). Then they'll have you tilt your head forward and back and see if this exposes your neck. Don't overdo it, tho, or you may expose a bit of skin that only sees daylight under ridiculous circumstances. I only tilt my head as far as it'll reasonably go. The gorget's tail must cover the back of your neck down to the bump in your spine. Another reason not to bend too far forward and borrow a gorget with a longer tail.
Everywhere else: Wear a cup. Cover all of your skin. Read the inspection checklist. No really, go read it now.
4. Have a clue. You will be asked a number of questions about the rules, as described on the authorization checklist, posted at http://www.caidrapier.org/Marshallate/Rules/rules.html Read the rules, again PLEASE. The easiest way to fail your authorization is not to be able to parrot back critical parts of the rules. And I mean, really be able to recite the armor requirement and killing blows. Here's the critical parts, but read it all...
Thrusts (with any forward pressure) kill to the head, torso, groin, and inner arms/legs within a hand's breadth of the armpit or legpit. Drawcuts, pushcuts (of at least 5") kill to the same areas. With heavy rapier (schlagers, del Tins, Zamoranos, etc) tip cuts (of at least 5" or the width of the limb) count in the same way. Wounds to the arms and legs disable hands, arms, legs, and feet in the same manner.
With foils, epees, and musketeers (can't be used vs. schlagers), tip cuts don't count. Thrusts and cuts of any type disable the limbs, and if your leg gets taken you sit on your butt and stay there (there are some exceptions, but remember to be conservative in your authorization). Cut and thrust allows thrusts, tipcuts, and percussive cuts, but now drawcuts and pushcuts. It also requires rigid armoring of the back of the head, elbows, and clavicles; wouldn't hurt if you skimmed that part of the rules, eh?
The division between the hand and arm is the wrist; between the arm and torso is the knobby bit on the top of the shoulder joint. The foot and leg are divided at the ankle joint; the leg from the groin at the bikini line; a blow to the butt counts as both legs. In all cases, a blow on the dividing line is judged by "which way it was going." If you're hit in the foot, you can stand or kneel on the good leg. Otherwise, a blow to either leg put you on your ass.
Armor: Rigid armor (metal or hardened leather) is required on the face, sides of the head, neck, C-spine, and male groin. Puncture-resistant material (such as 4oz of leather, or any combo of fabric that passes a punch test) on the other killing areas: back of head, torso, groin, armpits. The rest of your body must be covered by abrasion-resistant material of some kind.
You'll also need to demonstrate proper blow strength, (so practice this in advance), and asked a few other questions from the rules...
5. Don't suck too hard: I've seen lots of successful authorizations where the fencer sucked quite a bit, but still passed. They're looking for you to be confident with the blade, and above all, not be dangerous. You are not expected to win. In fact, Mr Bond, you are expected to die; you are facing an experienced opponent who will fight just above whatever your level appears to be. SO CALL EVERY BLOW THAT HITS YOU, and ask your opponent if it felt flat, sloppy, etc. Occasionally your opponent will leave himself wide open (to see if you're confident enough). Just calmly thrust at them. Stay relaxed, and expect your opponent to do some weird things to see if you freak out. If you're really curious, check out the complete authorization checklist at http://www.caidrapier.org/html/forms.html
6. Don't hit too hard: This is an easy thing to fail for, and the silliest, b/c it usually means you were actually trying to win when it's perfectly acceptable for you to lose. Do not, if at all possible, thrust too hard into your opponent or slap them with the edge of your blade. If you do it once, apologize calmly. Your opponent will usually warn you, and that's okay. Just be sure not to do it again. This is not the time to "crank it up a notch". In fact, try to fight at only 90% during the authorization. This doesn't mean to be afraid to hit your opponent, just throw your shots a bit slower, and a bit more controlled, and if they're parried as a result, FINE! A good pointer here is to be sure to use a sword/length you're familiar with. Switching lengths is a good way to miscalibrate yourself. Do note that this is not the best strategy for a heavies authorization, where one of the goals (unless you're built like Wilhelm Caius) is to prove that you can hit *hard enough* that someone will take it. But in both cases, it's okay to have all your shots blocked. Never throwing a shot *will* result in you failing.
in hopes that I have been of some help,