Equipment

Citadel LRP

Equipment types

As with many LARP games, we represent weapons and shields with specially constructed props. These are constructed from high-density plastic foam, usually with a GRP (fibreglass) or CFRP (carbon fibre) core, sealed with a layer of latex and varnish. They are designed not to cause injury or damage, but you should still be aware of our weapon safety rules when fighting with them.

Weapons

If you are proficient with a class of weapon you can use it normally: you can use it to strike an opponent (for implied SINGLE or any other call you have access to) and you can block or parry with it. If you are not proficient with a class of weapon, you cannot strike with it, and if you parry or block with it you take the full effect of the blow.

Every character is proficient with short and one-handed weapons. Some skills grant proficiency with other weapon classes.

For safety reasons, you must not stab or thrust except with a specially constructed thrust-safe weapon, and only after you have had a safety briefing. Similarly, you may only use a large thrown weapon or a bow or crossbow after you have had a safety briefing.

Weapon classes are defined as follows:

  • Short weapon: 8” to 24” in length.
  • One-handed weapon: 24” to 42” in length.
  • Two-handed weapon: 42” to 60” in length.
  • Polearm: 60” to 84” in length. May be thrust-safe.
  • Thrown weapons: Core-less, throw safe, 8" to 24" in length.
  • One-handed spear: 60” to 84” in length. Must be thrust-safe.
  • Bow or Crossbow: May only be used to shoot padded arrows or bolts.

Shields

If you are proficient with a class of shield you can block with it normally. If you are not proficient with a class of shield, if you block with it you take the full effect of the blow. You may not strike or charge an opponent using a buckler or shield. You may not dual wield shields or shield and a buckler.

Some skills grant proficiency with bucklers and shields.

  • Buckler: up to 15” in any dimension, held in one hand.
  • Shield: up to 48” in any dimension, held in one hand.

Armour

  • Armour must cover torso and should look like it could be armour
  • Coolness is better than weight

Your armour must cover your torso for you to get any benefit from it, and we encourage you to wear armour on your arms, legs, and/or head if you can. The phys-rep requirements are light, you armour should look like it could be armour - there are no material requirements but you should try to look awesome.

Basic Armour

  • Anyone can wear Armour to gain one extra body hit
  • Basic Armour does not require materials to create or for upkeep

Any character can wear armour to gain one additional Hit. Some skills increase the number of body hits armour provides. Anyone may craft or repair Basic Armour.

Advanced Armour

  • Advanced Armour provides no benefits without the Armour Adept skill
  • You may craft Advanced Armour using 5 scrap if you have the Dentbasher skill
  • Advanced Armour has weekly upkeep of one scrap

Advanced armour has a higher plateau of hits it can grant you.

Creation of Advanced Armour requires five scrap and maintaining it requires a further scrap per week. Only characters with the Dentbasher skill can craft Advanced Armour. Upgrading Basic Armour into Advanced armour also costs five scrap.

If you have the ability to take a reduced effect from CRUSH, you must wear a Tag.

Customization

  • You may customize your own set of armour if you have the Dentbasher skill
  • Basic Armour can have up to one common property, Advanced Armour can have up to two.
  • Applying common property requires one scrap

If you possess the Dentbasher skill, you can apply special properties to your set of armour. Only people with the skill can actually benefit from the customisation. You may customise both Basic and Advanced armour but the latter can have up to two common properties.

Applying a common property costs one Scrap. If you start with the skill, you may start with one common property already applied.

There are also rare property that require rare materials. It is also possible to upgrade a common property into a rare property with a much more potent effect. In both cases, rare properties count as two common properties. Rare properties can only be applied to Advanced Armour.

In both cases, you should endeavour to phys-rep your customisation in some fashion to make your armour set stand out. This is an aspirational goal, if you start with basic armour and upgrade it through play, try and enhance the look of the armour when you do so. Similarly, when you apply a customisation, try and add a unique feature to your existing armour to represent the customisation.

Example Basic Properties
Name Effect
Hardened plates Your armour provides an extra body hit
Psionic resonator You gain an extra point of focus.
Authorisation Some AIs will treat you more favourably

Consumables

There are two types of basic consumables - poisons and potions.

Poisons

Poisons are slow-to-apply grenades which go on your own weapons. If someone knowingly takes a poisoned weapon from a poisoner without the skill, they take the effect of the poison and the poison is lost. It is not possible to deliberately poison someone without their knowledge like this; instead if someone removes your weapon from you then the poison dissipates harmlessly.

Poisons require one food resource to apply, and typically have a very predictable effect. It may be possible to experiment with new effects, especially using Advanced Organic Resources. Poisons take ten seconds of appropriate roleplaying to apply, and cannot stack.

Known Poisons

Poison Name Effect
Bloodspray Tell a ref before applying this venom. Your next blow must be CURSE; it will cause a Wound.
Unstable Juice Tell a ref before applying this venom. Your next blow must be MUTATE; it will cause a random mutation.
Heavyweed Your next blow may be ENTANGLE.
Lightweed You next two blows may have “STRIKEDOWN” or “REPEL” added to them.

Housings (PROVISIONAL)

The Form Housing skill allows a character to create a housing for an AI. Usual costs for the housings are:

  • One scrap for a housing that will not allow AI to manifest effects
  • Five scrap for a housing that will allow Basic AIs or partial housing of Advanced AIs to manifest effects.
  • Ten scrap and an advanced resource for a housing that could fully house an Advanced AI or a black box suitable for a Basic AI.

The more complex the housing, the bigger the ritual favour required to create said housing. More complex housings such as traps will require more resources and potentially require advanced resources.

A character may only benefit from a housing if they possess the Form Housing skill or if the AI that is housed has been sufficiently bribed or coerced. Please ask the refs if the circumstances are not clear.