In our Vampire LARP, characters can get access to equipment, including melee weapons, ranged weapons, protective gear, and miscellaneous equipment. This equipment may provide your character with special benefits and bonuses. You can find the full equipment rules on pp. 515–521 of Mind's Eye Theatre: Vampire the Masquerade.
Please see the Equipment Local Rules Adjustments for the qualities Streamlined and Stylish, and equipment purchased with Resources (they are generally incorporated where appropriate below).
- Spend a dot of Resources. Each dot of Resources spent purchases a piece of equipment with one (1) quality; if you have Resources 5, then one (1) of your pieces of equipment purchased with Resources each month may have two (2) qualities.
- Miscellaneous pieces of equipment that give bonuses to Lore checks (e.g. Book [Customized: Lore Camarilla], Notebook [Superior: Lore]) cannot be purchased with Resources or acquired via Influence.
- Use an Influence action - Elite Level 3 (Bureaucratic Errors) to get a piece of equipment or legal (registered) weapon; Underworld Level 3 (Illegal Favors) to get a piece of equipment or illegal weapon. A piece of equipment acquired in this way possesses one (1) quality.
- Expend Loyal status to obtain a piece of equipment with one (1) quality; this cannot be a “unique” piece of equipment (e.g. Puck's crown).
- Other qualities can be added through Downtime actions utilizing a relevant skill. (e.g. Craft: Gunsmithing to add a quality to a firearm) however each piece of equipment may possess a maximum of two (2) qualities, barring explicit exceptions in the rules (e.g. the Antiquities merit).
- Qualities of equipment may be changed at the discretion of the Storytellers (see “Changing Equipment” p. 516 of Mind's Eye Theatre: Vampire the Masquerade)
- See, How Do I Acquire Equipment? in the FAQ and Clarifications section.
¶ Melee, Ranged, and Miscellaneous qualities
- Accurate: +2 bonus when using this weapon
- Antique: Mortals may be convinced the piece of equipment is not what it is; three times more valuable than normal
- Armor piercing: Ignores bonuses and special abilities of protective gear
- Artisan: Beauty triggers clan weakness of Toreador; three times more valuable than normal (does not consume a quality slot)
- Brutal: If you win the final test in a challenge and your pool is greater, get an exceptional success, even if you tied in a previous throw; brutal weapons are two-handed
- Cold iron: Inflicts aggravated damage against fae and others vulnerable to cold iron
- Concealable: Impossible to notice visually, must be patted down, targeted by supernatural powers, or targeted by an electronic detector to notice it; weapon cannot be two-handed
- Deadly: Increase pool by 5 to determine if you got an exceptional success
- Fast: +3 to initiative when using this weapon
- Masterwork*: Triggers clan weakness for Toreador; has one story-related (non-combat) ability, e.g. makes a musical sound or can sever chains; sells for five times normal value, must be crafted (does not consume a quality slot)
- Quick draw: Does not require a simple action to draw the weapon
- Silver: Causes aggravated damage to werewolves and others vulnerable to silver
- Staking: When fighting a vampire that has damage in incapacitated wound track, use this weapon in combination with pierce the heart combat maneuver to stake the vampire; must still spend Willpower to pierce the heart
- Strange composition: Weapon edged or plated with unusual material and may inflict aggravated damage to creatures vulnerable to that material
By default, melee weapons require one hand to wield and inflict one (1) normal damage.
- Balanced: Balanced for throwing; may throw such a weapon at any target within ten steps
- Disabling: Can disarm an opponent and does not require a Willpower to use the disarm combat maneuver. Does not cause damage if you try to disarm
- Flaming: Simple action to light weapon on fire; inflict aggravated damage to vampires; -2 penalty to attack pools
- Trip: Once per fight, can use knock down combat maneuver without spending Willpower
- Impaling: Perform the pierce the heart combat maneuver without spending Willpower
- Reach: Strike targets up to four (4) steps away, requires two hands to wield (normally a target must be within two [2] steps to be targeted with a melee attack, see p. 279 of Mind's Eye Theatre: Vampire the Masquerade)
By default, ranged weapons require 1 hand to wield and inflict 2 normal dmg. They can hold 12 rounds and have a range of 50 steps.
- Ammo capacity 1: Holds up to thirty (30) rounds rather than the default twelve (12)
- Ammo capacity 2: Holds up to one hundred (100) rounds rather than the default twelve (12); requires two hands to wield; must purchase ammo capacity 1 before adding this quality
- Automatic: Spend six (6) ammo to target three (3) targets within three (3) steps of each other and make an opposed check against each one
- Incendiary ammo: Inflict aggravated damage to vampires
- Knockback: On a successful hit, move the target two (2) steps back; characters that are not stamina-focused are knocked prone
- Long range: Target individuals up to ½ a mile away; requires both hands to wield; cannot have the spread quality
- Rapid reload: Do not need to expend a simple action to reload the weapon
- Spread: Target up to three (3) characters within one (1) step of each other, make an opposed check against each; cannot hold more than six (6) rounds without the ammo capacity quality; cannot possess the automatic or long-range qualities
- Ballistic: +3 to defensive test pool against firearms; +1 vs. melee, thrown, brawl
- Chest plate: Cannot be targeted by the pierce the heart combat maneuver
- Concealable: Can be worn under normal clothing and cannot be detected except via patdown, supernatural powers, or electronic detectors
- Full body: +3 bonus to pools for avoiding exceptional successes from brawl, melee, or firearms, very obvious you are wearing protective gear
- Hardened: +3 to pool for resting brawl, melee, or thrown attacks; +1 to pool for resisting firearms
- Hazmat: Protects against environmental hazards
- Impact absorption: Cannot be affected by knockback, knockout, or knockdown combat maneuvers
- Rugged: First time taking physical damage, reduces damage dealt by two (2) points; after that, must be repaired or replaced before being used again
- Customized: +2 bonus for using a skill in a narrowly defined way
- Flashy: Distracts nearby individuals, causing them to forget to ask questions or concentrate on what you are saying or doing
- Nondescript: Easy to overlook
- Secure: Equipment is difficult to compromise; gets +3 bonus to resist intrusion
- Streamlined: Can use a simple action instead of a standard for using the piece of equipment; can finish a task in half the narrative time (if a task requires a downtime, it still takes a whole downtime action).
- Stylish: Allows you to impress others; reduces feeding difficulty by 1. Stylish does not stack with itself, and therefore Stylish equipment can only reduce the difficulty of feeding by 1.
- Sturdy: Can suffer five (5) health levels of damage before becoming non-functional
- Superior: +1 bonus when using a specific skill
- The Equipment Local Rules Adjustments for the Streamlined, Stylish, and qualities.