Equipment

We strongly encourage players to wear costumes evocative of the period in which our game is set, and the period and location where their character spent their mortal years and their first century of unlife (perhaps a few decades longer for followers of the Road of Desire or Road of Humanity). We also encourage players to create authentic props and to physically represent any weapons or armour their characters might be carrying – remembering that only a very limited number of characters have permission to carry weapons to the Muster in Elysium.

Please keep in mind both that combat in the Mind’s Eye Theatre rules is not resolved using traditional British larp methods, and that you must not strike another participant at any time for any reason at our game. You must not bring any real weapons to our game!

Physical representations of weapons should be constructed from a solid core that is surrounded in high-density foam and then covered with latex, or the equivalent, suitable for use in a live-roleplaying environment. Likewise, armour should look like what it represents, but need not be made of the same material as it represents – polyurethane, foam, aluminium and other lightweight materials that look like metal will protect your character just as well as steel!

Weapons, armour, and other items used in opposed challenges need to be accompanied by an item card (provided by us). You can gain items such as weapons and armour by spending downtime actions, or you might be provided with them by the Quartermasters’ Council.

In order to allow both flexibility and simplicity, Mind’s Eye Theatre uses an equipment generation system. First, you determine the kind of item being created, and then build it using the system below.

To begin, choose one of the following equipment categories:

  • Melee Weapons: hand-to-hand combat weapons such as swords, knives, and clubs.
  • Ranged Weapons: Weapons capable of inflicting damage at a distance, such as bows, crossbows, and slings.
  • Protective Gear: Equipment that protects a character from damage, such as armour or shields.
  • Miscellaneous Gear: Equipment for use in non-combat challenges, such as lock-picks or crafting tools.

After you’ve chosen the item’s equipment type, you may choose special qualities for the item from the associated list of bonuses. Cheap, easily obtained, or improvsed gear has only one special quality; standard-grade or expensive equipment has up to two special qualities. No item may have more than two qualities, except where this is explicitly allowed in the text of a quality. Characters cannot use two weapons or receive bonuses from anything but the weapon in their primary hand, unless they possess the Ambidextrous Merit.

  • Please note that wherever the rules refer to “paces”, this is a standardised distance of 75cm (approx 2’6″), regardless of the leg-length or mobility of the player(s) involved

Melee Weapons

Unless otherwise modified by its equipment qualities, a melee weapon requires one hand to wield and inflicts 1 point of normal damage. Carrying one openly can attract unwanted attention.

When building a piece of melee equipment, you may choose up to two qualities from the following list:

  • Accurate: You receive a +2 wild card bonus when using this weapon. This bonus applies both for purposes of determining whether or not your test pool is greater than your opponent’s and whether or not you score exceptional successes.
  • Armour Piercing: This weapon ignores the bonuses and special abilities of protective gear.
  • Artisan: This item is an exquisite, artistic example of its kind. This item’s beauty will trigger the clan weakness for members of the Toreador clan. Characters with a Crafts skill of 3 or higher who score an exceptional success while creating this item may add the Artisan quality; characters with a Crafts skill higher than 5 may add the Artisan quality without needing an exceptional success. Adding the Artisan quality in this manner does not consume a quality slot. A weapon with this quality sells for three times normal value.
  • Balanced: This weapon is balanced for throwing. You may hurl such a weapon at any target within 10 steps by making an opposed challenge using your Physical attribute + Athletics versus the target’s Physical attribute + Dodge.
  • Brutal: If you win (not tie) the final test in a challenge while using this weapon and your test pool is greater than your target’s pool, your attack scores an exceptional success. This occurs even if you lost or tied on a previous test in that challenge. This is an exception to the rule requiring you to win all tests in a challenge in order to be eligible for an exceptional success. Items with this quality require both hands to wield and cannot be wielded ambidextrously with another weapon. This weapon cannot possess the Concealable quality.
  • Cold Iron: This weapon is made from cast, poured, or “pig” iron: iron that has never “known the heat of a forge.” This weapon inflicts aggravated damage against fae and other individuals who are vulnerable to cold iron.
  • Concealable: This item is unusually small for its type and easy to miss on casual inspection. When in its sheath, in a pocket, or otherwise hidden, this weapon is impossible to notice visually. You must be physically patted down or targeted by supernatural powers in order for the weapon to be revealed. Weapons that require two hands to wield cannot benefit from this quality.
  • Deadly: When comparing test pools to see if you achieve an exceptional success when using this weapon, you gain a +5 bonus to your test pool.
  • Disarming: This weapon is designed to remove an opponent’s weapon from their grasp. While using this weapon, it does not cost a Willpower to use the Disarm combat maneuver; however, as per any use of that combat maneuver, you deal no damage during a turn in which this maneuver is used.
  • Fast: This weapon is extremely aerodynamic in its use. You receive a +3 bonus to your initiative when fighting with this weapon.
  • Flaming: The weapon is on fire, such as a torch. Even if a weapon is capable of having this quality, the quality is not always active. A character must spend a simple action to light the weapon on fire. Once lit, the weapon will burn for 5 full turns. Flaming weapons inflict aggravated damage to vampires. While the weapon is on fire, characters wielding it suffer a -2 penalty to attack test pools.
  • Impaling: This weapon is designed to pierce and impale organs. While wielding this weapon, you may perform the Pierce the Heart combat maneuver without spending Willpower.
  • Masterwork: This is a magnificent, one-of-a-kind item. This item’s beauty will trigger the clan weakness for members of the Toreador clan. It may have one story-related (non-combat) effect, such as the ability to sever chains or create a soft musical sound when wielded. Characters with a Crafts skill of 5 or higher who score an exceptional success while creating this item may add the Masterwork quality to that item. The Masterwork quality does not consume a quality slot. A weapon with this quality sells for five times normal value.
  • Quick Draw: This weapon is specifically designed to be drawn quickly. You do not need to expend a simple action to draw this weapon, although you must still wait for your turn in the initiative order. Weapons that require two hands to wield cannot also have the Quick Draw quality.
  • Reach: This weapon is particularly long, like a halberd or a staff. You can strike targets standing up to four steps away, rather than two. Items with this quality require both hands to wield and cannot be wielded ambidextrously with another weapon. This weapon cannot possess the Concealable quality.
  • Silver: This weapon is edged with, plated with, or made of silver. This weapon inflicts aggravated damage against werewolves and other individuals who are vulnerable to this metal.
  • Staking: When fighting a vampire who has damage in their Incapacitated wound track, you may use this wooden weapon in combination with the Pierce the Heart combat maneuver to stake that vampire. You must still pay all costs for the Pierce the Heart combat maneuver.
  • Strange Composition: This weapon is edged with, plated with, or made of some unusual material. It may inflict aggravated damage on creatures that are vulnerable to this material, at your Storyteller’s discretion. Otherwise, it just looks cool.
  • Trip: This weapon is designed to trip or knock people to the ground. While wielding this weapon, you may perform the Knock Down combat maneuver without spending Willpower. You can only use this benefit once per fight.

Example melee weapons include:

  • Quarterstaff: Reach, Trip
  • Silver Dagger: Concealable, Silver
  • Spear: Reach, Staking
  • Throwing Knife: Accurate, Balanced
  • Two-handed Axe: Brutal, Deadly
  • Two-handed Sword: Accurate, Brutal
  • Wooden Stake: Concealable, Staking

Ranged Weapons

Unless otherwise modified by its equipment qualities, a ranged weapon requires two hands to wield and inflicts 2 points of normal damage. Ranged weapons require ammunition, and reloading a ranged weapon requires you to be carrying the appropriate type of ammunition for that weapon, and it requires the expenditure of a simple action. By default, all ranged weapons have a range of 50 steps.

When building a piece of ranged equipment, you may choose up to two qualities from the following list:

  • Accurate: You receive a +2 wild card bonus when using this weapon. This bonus applies both for purposes of determining whether or not your test pool is greater than your opponent’s and whether or not you score exceptional successes.
  • Armour Piercing: This weapon ignores the bonuses and special abilities of protective gear. This weapon cannot have the Concealable or Quick Draw qualities.
  • Artisan: This item is an exquisite, artistic example of its kind. This item’s beauty will trigger the clan weakness for members of the Toreador clan. Characters with a Crafts skill of 3 or higher who score an exceptional success while creating this item may add the Artisan quality; characters with a Crafts skill higher than 5 may add the Artisan quality without needing an exceptional success. Adding the Artisan quality in this manner does not consume a quality slot. A weapon with this quality sells for three times normal value.
  • Brutal: If you win (not tie) the final test in a challenge while using this weapon and your test pool is greater than your target’s pool, your attack scores an exceptional success. This occurs even if you lost or tied on a previous test in that challenge. This is an exception to the rule requiring you to win all tests in a challenge in order to be eligible for an exceptional success. This weapon cannot possess the Concealable or Quick Draw qualities.
  • Cold Iron Arrowheads: This weapon carries ammunition made from cast, poured, or “pig” iron: iron that has never “known the heat of a forge.” This weapon inflicts aggravated damage against fae and other individuals who are vulnerable to cold iron.
  • Concealable: This item is unusually small for its type and easy to miss on casual inspection. When in its sheath, in a pocket, or otherwise hidden, this weapon is impossible to notice visually. You must be physically patted down or targeted by supernatural powers in order for the weapon to be revealed. Concealable weapons require only one hand to use.
  • Deadly: When comparing test pools to see if you achieve an exceptional success when using this weapon, you gain a +5 bonus to your test pool.
  • Fast: This weapon is extremely aerodynamic in its use. You receive a +3 bonus to your initiative when fighting with this weapon.
  • Flaming Arrows: This weapon launches flaming arrows, and inflicts aggravated damage on vampires.
  • Knockback: This weapon inflicts a serious amount of impact. On a successful hit with this weapon, you may choose to move your target up to 2 steps away from the point of impact. Further, targets that are not Stamina focused are knocked prone.
  • Long Range: This weapon has an exceptional range. You may target individuals up to 250 paces away from your location.
  • Masterwork: This is a magnificent, one-of-a-kind item. This item’s beauty will trigger the clan weakness for members of the Toreador clan. It may have one story-related (non-combat) effect, such as the ability to sever chains or create a soft musical sound when wielded. Characters with a Crafts skill of 5 or higher who score an exceptional success while creating this item may add the Masterwork quality to that item. The Masterwork quality does not consume a quality slot. A weapon with this quality sells for five times normal value.
  • Quick Draw: This weapon is specifically designed to be drawn quickly. You do not need to expend a simple action to draw this weapon, although you must still wait for your turn in the initiative order. Weapons with the Quick Draw quality require only one hand to use
  • Rapid Reload: You do not need to expend a simple action to reload this weapon, although you must still wait for your turn in the initiative order.
  • Silver Arrowheads: This weapon uses arrows plated with or made of silver. This weapon inflicts aggravated damage against werewolves and other individuals who are vulnerable to silver.
  • Staking: When fighting a vampire who has damage in their Incapacitated wound track, you may use this wooden weapon in combination with the Pierce the Heart combat maneuver to stake that vampire. You must still pay all costs for the Pierce the Heart combat maneuver.
  • Strange Composition: This weapon is edged with, plated with, or made of some unusual material. It may inflict aggravated damage on creatures that are vulnerable to this material, at your Storyteller’s discretion. Otherwise, it just looks cool.

Example ranged weapons include:

  • Crossbow: Armour Piercing, Fast
  • English Longbow: Accurate, Long Range
  • Sling: Concealable, Rapid Reload
  • Warbow: Brutal, Deadly

Protective Gear

Unless otherwise modified by its equipment qualities, protective gear (also known as armour!) provides no bonuses or advantages. A character can only wear one type of protective gear at a time, although that gear may provide up to two qualities. By default, protective gear is noticeable unless actively concealed under bulky outerwear, such as a cloak or heavy-weather clothing. Protective gear only functions when it is being worn. Removing or equipping protective gear requires three standard actions.

When building a piece of protective gear, you may choose up to two qualities from the following list:

  • Artisan: This item is an exquisite, artistic example of its kind. This item’s beauty will trigger the clan weakness for members of the Toreador clan. Characters with a Crafts skill of 3 or higher who score an exceptional success while creating this item may add the Artisan quality; characters with a Crafts skill higher than 5 may add the Artisan quality without needing an exceptional success. Adding the Artisan quality in this manner does not consume a quality slot. A weapon with this quality sells for three times normal value.
  • Chest Plate: This type of protective gear has a hardened piece of metal over your chest and another over your upper back, effectively shielding your heart from damage. You cannot be targeted by the Pierce the Heart combat maneuver.
  • Concealable: This armor is small and form-fitting, designed to be worn under normal clothing. You must be physically patted down or targeted by supernatural powers in order for the weapon to be revealed. Protective gear with the Concealable quality cannot also have the Full Body quality.
  • Full Body: This type of protective gear applies a +3 bonus to pool comparisons for the purpose of avoiding exceptional successes from Archery, Brawl, or Melee attacks. However, Full Body armor is extremely obvious and cannot be covered with bulky outerwear. Anyone glancing at you can easily tell you’re wearing this type of protective gear.
  • Hardened: This type of protective gear applies a +3 bonus to your defensive test pools when resisting Brawl, Melee or thrown weapon attacks. Further, it applies a +1 bonus to your defensive test pools when resisting ranged attacks.
  • Impact Absorption: You are not affected by the Knockback quality of ranged weapons, and you are unaffected by the Knock Out or Knock Down combat maneuvers.
  • Masterwork: This is a magnificent, one-of-a-kind item. This item’s beauty will trigger the clan weakness for members of the Toreador clan. It may have one story-related (non-combat) effect, such as the ability to sever chains or create a soft musical sound when wielded. Characters with a Crafts skill of 5 or higher who score an exceptional success while creating this item may add the Masterwork quality to that item. The Masterwork quality does not consume a quality slot. A weapon with this quality sells for five times normal value.
  • Rugged: This quality indicates that the gear is particularly hardy and capable of absorbing damage. The first time you are hit by a Physical attack while wearing this armor, the damage dealt by that attack is reduced by 2 points. This reduction occurs before reduction caused by Fortitude or similar supernatural powers applies. Rugged armor can absorb normal or aggravated damage. The player wearing the armor may choose which damage is absorbed, if more than 2 points are dealt. Once expended, rugged armor must be repaired or replaced before this effect can be used again.

Example protective gear includes:

  • Brigandine or Coat of Plates: Hardened, Impact Absorption
  • Gambeson: Concealable, Rugged
  • Gothic Plate Armour: Chest Plate, Full Body
  • Mail Hauberk: Chest Plate, Hardened

Miscellaneous Gear

Miscellaneous gear is non-combat equipment that may be used in other types of opposed challenges. This category of equipment includes items such as musical instruments, crafts-making tools, or scientific equipment, as well as many other things. Bonuses provided by miscellaneous gear cannot be used in any sort of combat challenge. You cannot gain bonuses from more than one piece of miscellaneous gear at a time.

When building a piece of miscellaneous gear, you may choose up to two qualities from the following list:

  • Artisan: This item is an exquisite, artistic example of its kind. This item’s beauty will trigger the clan weakness for members of the Toreador clan. Characters with a Crafts skill of 3 or higher who score an exceptional success while creating this item may add the Artisan quality; characters with a Crafts skill higher than 5 may add the Artisan quality without needing an exceptional success. Adding the Artisan quality in this manner does not consume a quality slot. A weapon with this quality sells for three times normal value.
  • Concealable: This item is unusually small for its type and easy to miss on casual inspection. When in its sheath, in a pocket, or otherwise hidden, this weapon is impossible to notice visually. You must be physically patted down or targeted by supernatural powers in order for the weapon to be revealed
  • Customised: This piece of equipment is specifically customized to give you a bonus in a specific circumstance, which must be narrower than the overall utility of a single skill. When using a piece of customized gear in this specific circumstance, you receive a +2 bonus in that challenge. This bonus does not stack with the bonus granted by the Superior quality, although an item can possess both qualities. You cannot benefit from the Customized quality if you do not have the appropriate skill to perform the related task.
  • Flashy: This piece of gear is curious and notable, gaining attention easily. When you are using this gear, it may distract nearby individuals, causing them to forget to ask other questions or be unable to concentrate on what you are saying or doing. While this is not a supernatural effect, such items can be very useful in redirecting the attention of mortals so they do not notice nearby breaches of the Silence of the Blood.
  • Masterwork: This is a magnificent, one-of-a-kind item. This item’s beauty will trigger the clan weakness for members of the Toreador clan. It may have one story-related (non-combat) effect, such as the ability to sever chains or create a soft musical sound when wielded. Characters with a Crafts skill of 5 or higher who score an exceptional success while creating this item may add the Masterwork quality to that item. The Masterwork quality does not consume a quality slot. A weapon with this quality sells for five times normal value.
  • Nondescript: This item is somewhat common to look at, with no particular distinguishing features and no signs of exceptional quality or value. When other things around it are stolen or destroyed by random causality, this particular item has a way of avoiding notice and managing to remain completely overlooked.
  • Secure: This item is exceptionally hard to compromise. If it has a lock, hidden compartment, or other protective functions, the item gains a +3 wild card bonus to resist all attempts to discover or gain access to the secure area.
  • Streamlined: This piece of equipment is optimized to perform its function faster than most tools of its type. When using this item for its intended purpose, you can use a simple action to perform a test that would ordinarily take a standard action to complete, or you can finish a downtime task in half the time the task would ordinarily require.
  • Stylish: Your equipment, clothing, or other gear is stylish, expensive-looking, and utterly cutting-edge. Those who recognize and value such items will consider you very important, and they are more likely to allow you access to reserved seating, restricted areas, or private rooms. They may also give you the benefit of the doubt, allow you to bypass lines, or attempt to impress you. At the Storyteller’s discretion, stylish equipment can reduce the difficulty of feeding, effectively granting you an additional level of the Herd Background (maximum 6).
  • Sturdy: This item is a particularly solidly-built object of its type. While other items shatter if they take a significant impact, this item can suffer 5 health levels of damage before becoming nonfunctional.
  • Superior: This piece of equipment gives you a +1 bonus to your test pool when used for its intended purpose. For example, a Superior set of lock-picks gives you a +1 bonus when using the Legerdemain Skill to pick a lock. You cannot benefit from the Superior quality if you do not have the appropriate skill to use this item. This quality may be applied multiple times to a single item.

Example miscellaneous gear includes:

  • Alchemical Set: Flashy, Streamlined
  • Lockpicks: Concealed, Customised
  • Strongbox: Secure, Sturdy

Please note that animals are not covered by these rules, instead you should create them as Stock NPCs and the rules for animal retainers.