Equipment
Citadel LRP
Part of a series about Citadel Rules
Part of a series about the Technology of the Outlook.
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.
- TODO: Define thrown weapons
- 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
- Anyone can wear Armour to gain one extra body hit
- Armour must cover torso and should look like it could be armour
Any character can wear armour to gain one additional Hit. Some skills increase the number of body hits armour provides.
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.
Basic Armour is of lower quality than Advanced Armour, and everyone may craft and repair it. There’s no benefit to wearing Advanced Armour unless you know how to make use of it.
Advanced armour has a higher plateau of hits it can grant you, and can take an extra customization if you have the Dentbasher skill. You can only benefit from customizations if you possess the Dentbasher skill, whether you wear Basic or in Advanced Armour. Applying a customization costs one Scrap. If you start with the skill, you may start with one customization. Some customizations can be upgraded, an upgraded customization counts as two customizations, and these are only available when wearing Advanced Armour.
Creation of Advanced Armour requires 5 Scrap; maintaining it requires a further Scrap per week. Only characters with the Dentbasher skill can craft Advanced Armour. You may upgrade existing Basic Armour into Advanced Armour with 5 Scrap.
If you have the ability to take a reduced effect from CRUSH, you must wear a Tag.
Example Customizations
It should be possible to experiment with new effects, and Advanced customizations should be possible using Advanced Inorganic Resources.