This page contains all the current weapons, armor, and miscellaneous
items that will be allowed in the game. Many have been modified
from what is written in the various books so you should use the
information below. It is suggested that players become familiar
with the various statistics below for the following reasons; you
intend to use some of these items and/or you want to know the
capabilities/weaknesses (i.e. special abilities and negative traits)
in case you end up on the receiving end of one of them in combat.
If you want to acquire any of these items make sure you can
fulfill the availability requirements (typically it will be the
temporary expenditure of influence or storyteller approval). In
order for any of the items below to be used in actual gameplay
you need to have an approved weapons/item card that has been initialed
and logged by the storytellers, this card should be produced whenever
you use the weapon/item to verify that you actually have it (if
you can't, then you obviously don't have it on you to use). If
you lose or destroy any of these cards after they have been issued
to you then the weapon/item is gone and can no longer be used
by your character (until you acquire another one by fulfilling
the availability requirements). If you find an initialed card
just lying around, you can pick it up and it is then considered
your characters property.
The following weapons cards DO NOT need to be initialed or
logged and can be used in play as long as a card can be produced
when it is used; Broken Bottle, Molotov Cocktail, Club, Staff,
Wooden Stake or Knife/Dagger. These weapons are pretty common
and can be improvised with little trouble or expenditure of resources.
The only requirement is that you, the player, must write up a
card with all the information on the weapon before you can use
it (the time taken to do this will fulfill the availability requirements
for these particular weapons). It is suggested that you should
write up cards for these items between sessions to save time if
you plan to use them in play.
Click on these Links to go right to what you want or scroll
down if you just want to browse.
Melee
and Thrown Weapons:
Broken Bottle
- Attack Type - Hand to Hand
- Retest Ability - Melee
- Bonus Traits - 1
- Negative Traits - Fragile
- Concealability - Pocket
- Damage - 1 Lethal
- Availability - Any
Molotov Cocktail
- Attack Type - Ranged
- Retest Ability - Throwing
- Bonus Traits - 2
- Negative Traits - Fragile
- Concealability - Jacket
- Damage - 1 Aggravated
- Availability - Any
- Special Ability :
- Incendiary: Molotov Cocktails inflict fire damage
(aggravated).
- Spray: A Molotov splashes when it strikes, and it
automatically tests to hit anyone within a pace of the struck
target, whether friend or foe.
Club
- Attack Type - Hand to Hand
- Retest Ability - Melee
- Bonus Traits - 2
- Negative Traits - Clumsy
- Concealability - Jacket
- Damage - 1 Bashing
- Availability - Any
Staff
- Attack Type - Hand to Hand
- Retest Ability - Melee
- Bonus Traits - 3 (2-Handed)
- Negative Traits - Heavy
- Concealability - None
- Damage - 1 Bashing
- Availability - Any
Wooden Stake
- Attack Type - Hand to Hand
- Retest Ability - Melee
- Bonus Traits - 2
- Negative Traits - Short
- Concealability - Jacket
- Damage - 1 Lethal
- Availability - Any
- Special Ability :
- Staking: A wooden stake can pierce the heart of a
vampire (thus paralyzing him) if the wielder wins or ties two
Simple Tests after a successful strike.
Spear
- Attack Type - Hand to Hand /
Ranged
- Retest Ability - Melee / Throwing
- Bonus Traits - 2 (Two-Handed)
- Negative Traits - Clumsy
- Concealability - None
- Damage - 2 Lethal
- Availability - Any (Storyteller
Approval)
- Special Ability :
- Staking: A spear can pierce the heart of a vampire
(thus paralyzing him) if the wielder wins or ties two Simple
Tests after a successful strike.
Hand Axe/Hatchet
- Attack Type - Hand to Hand /
Ranged
- Retest Ability - Melee / Throwing
- Bonus Traits - 2
- Negative Traits - Heavy (Melee)
/ Clumsy (Thrown)
- Concealability - Jacket
- Damage - 1 Lethal
- Availability - Any (Storyteller
Approval)
- Special Ability :
- Mass Trauma: Inflicts an additional +1 Lethal Damage
if the wielder wins a Simple Test after a successful strike.
- Destroy Shield: Renders a shield useless after three
blows.
Battle Axe/Ax
- Attack Type - Hand to Hand
- Retest Ability - Melee
- Bonus Traits - 3 (2-Handed)
/ 2 (1-Handed)
- Negative Traits - Heavy, Clumsy
(2-Handed) / Heavy, Slow, Clumsy (1-Handed)
- Concealability - Trenchcoat
- Damage - 2 Lethal
- Availability - Any (Storyteller
Approval)
- Special Ability :
- Mass Trauma: Inflicts an additional +1 Lethal Damage
if the wielder wins a Simple Test after a successful strike (with
two hands only).
- Destroy Shield: Renders a shield useless after two
blows.
Knife/Dagger
- Attack Type - Hand to Hand /
Ranged
- Retest Ability - Melee / Throwing
- Bonus Traits - 2 (Melee) / 1
(Thrown)
- Negative Traits - Short (Melee)
/ Clumsy (Thrown)
- Concealability - Pocket
- Damage - 1 Lethal
- Availability - Any
- Special Ability :
- Speed: In close combat against any weapon or armor
that has the Negative Traits Clumsy, Heavy or Slow, the wielder
gains the option to preempt the opponent's attacks and strike
first in any turn, as long as he has the Melee Ability (for Hand
to Hand attacks) or Athletics (if Thrown).
Fencing Blade
- Attack Type - Hand to Hand
- Retest Ability - Melee
- Bonus Traits - 2
- Negative Traits - Fragile
- Concealability - Trenchcoat
- Damage - 1 Lethal
- Availability - Any (Storyteller
Approval)
- Special Ability :
- Speed: In close combat against any weapon or armor
that has the Negative Traits Clumsy, Heavy or Slow, the wielder
gains the option to preempt the opponent's attacks and strike
first in any turn, as long as he has the Melee Ability.
Short Sword
- Attack Type - Hand to Hand
- Retest Ability - Melee
- Bonus Traits - 2
- Negative Traits - Short
- Concealability - Jacket
- Damage - 2 Lethal
- Availability - Any (Storyteller
Approval)
- Special Ability :
- Speed: In close combat against any weapon or armor
that has the Negative Traits Clumsy, Heavy or Slow, the wielder
gains the option to preempt the opponent's attacks and strike
first in any turn, as long as he has the Melee Ability.
Broadsword/Longsword
- Attack Type - Hand to Hand
- Retest Ability - Melee
- Bonus Traits - 3
- Negative Traits - Heavy
- Concealability - Trenchcoat
- Damage - 2 Lethal
- Availability - Any (Storyteller
Approval)
Greatsword
- Attack Type - Hand to Hand
- Retest Ability - Melee
- Bonus Traits - 5 (2-Handed)
/ 3 (1-Handed)
- Negative Traits - Heavy, Slow,
Clumsy (2-Handed) / Heavy, Slow, Clumsy x2 (1-Handed)
- Concealability - None
- Damage - 2 Lethal
- Availability - Any (Storyteller
Approval)
- Special Ability :
- Mass Trauma: Inflicts an additional +1 Lethal Damage
if the wielder wins a Simple Test after a successful strike (with
two hands only).
- Destroy Shield: Renders a shield useless after two
blows.
Missile
Weapons:
Shortbow
- Attack Type - Ranged
- Retest Ability - Archery
- Bonus Traits - 3
- Negative Traits - Fragile
- Concealability - Trenchcoat
- Damage - 1 Lethal
- Availability - Any (Storyteller
Approval)
- Special Ability :
- Armor-Piercing: Shortbows ignore chain armor.
- Staking: Arrows may be used to stake a vampire, if
the archer wins or ties two Simple Tests after a successful strike.
Longbow
- Attack Type - Ranged
- Retest Ability - Archery
- Bonus Traits - 6
- Negative Traits - Fragile, Clumsy,
Heavy
- Concealability - None
- Damage - 2 Lethal
- Availability - Any (Storyteller
Approval)
- Special Ability :
- Armor-Piercing: Longbows ignore chain armor.
- Staking: Arrows may be used to stake a vampire, if
the archer wins or ties two Simple Tests after a successful strike.
- Destroy Shield: Renders a shield useless after one
hit.
Compound Bow
- Attack Type - Ranged
Retest Ability - Archery
Bonus Traits - 5
Negative Traits - Fragile, Heavy
Concealability - Trenchcoat
Damage - 2 Lethal
Availability - Any (Storyteller
Approval)
Special Ability :
- Armor-Piercing: Compound Bows ignore chain armor.
- Staking: Arrows may be used to stake a vampire, if
the archer wins or ties two Simple Tests after a successful strike.
- Destroy Shield: Renders a shield useless after one
hit.
Crossbow
- Attack Type - Ranged
- Retest Ability - Archery
- Bonus Traits - 4
- Negative Traits - Heavy, Slow
- Concealability - Trenchcoat
- Damage - 2 Lethal
- Availability - Any (Storyteller
Approval)
- Special Ability :
- Armor-Piercing: Crossbows ignore chain armor.
- Staking: Bolts may be used to stake a vampire, if
the archer wins or ties two Simple Tests after a successful strike.
- Destroy Shield: Renders a shield useless after one
hit.
Firearms:
Pistol
- Attack Type - Ranged
- Retest Ability - Firearms
- Bonus Traits - 2
- Negative Traits - Loud
- Concealability - Pocket
- Damage - 2 Lethal
- Availability - Resources 5,
Police 4, Street 3 or Underworld 2
Heavy Pistol
- Attack Type - Ranged
- Retest Ability - Firearms
- Bonus Traits - 2
- Negative Traits - Loud, Heavy
- Concealability - Jacket
- Damage - 2 Lethal
- Availability - Resources 5,
Police 4, Street 4 or Underworld 3
- Special Ability :
- High Caliber: Inflicts an additional +1 Lethal Damage
(Bashing vs. Vampires) if the firer wins a Simple Test after
a successful strike.
Rifle
- Attack Type - Ranged
- Retest Ability - Firearms
- Bonus Traits - 3
- Negative Traits - Loud
- Concealability - None
- Damage - 2 Lethal
- Availability - Resources 5,
Police 4, Street 4 or Underworld 3
- Special Ability :
- High Caliber: Inflicts an additional +1 Lethal Damage
(Bashing vs. Vampires) if the firer wins a Simple Test after
a successful strike.
Shotgun
- Attack Type - Ranged
- Retest Ability - Firearms
- Bonus Traits - 3
- Negative Traits - Loud
- Concealability - Varies (Depends
on type and modifications)
- Damage - 2 Lethal
- Availability - Resources 5,
Police 4, Street 4 or Underworld 3
- Special Ability :
- Spray: May affect up to three targets if they are
standing immediately next to each other and are further than
20 feet from the person firing.
- Mass Trauma: Inflicts an additional +1 Lethal Damage
(Bashing vs. Vampires) to a single target standing within five
feet.
Submachine Gun
- Attack Type - Ranged
- Retest Ability - Firearms
- Bonus Traits - 2
- Negative Traits - Loud
- Concealability - Jacket
- Damage - 2 Lethal
- Availability - Police 4, Street
4 or Underworld 3
- Special Ability :
- Spray: May affect up to five targets if they are standing
immediately next to each other and are further than 10 feet from
the person firing (uses 10 rounds of ammo and must be a Fully
Automatic Version).
- Fully Automatic: Inflicts an additional +1 Lethal
Damage (Bashing vs. Vampires) to a single target if 10 rounds
of ammo are fired into a target standing within five feet.
- Large Magazine Capacity: One clip typically holds
30 rounds of ammo.
Assault Rifle
- Attack Type - Ranged
- Retest Ability - Firearms
- Bonus Traits - 3
- Negative Traits - Loud
- Concealability - None
- Damage - 2 Lethal
- Availability - Police 6 or Underworld
5
- Special Ability :
- Spray: May affect up to five targets if they are standing
immediately next to each other and are further than 10 feet from
the person firing (uses 10 rounds of ammo and must be a Fully
Automatic Version).
- Fully Automatic: Inflicts an additional +2 Lethal
Damage (Bashing vs. Vampires) to a single target if 10 rounds
of ammo are fired into a target standing within five feet.
- Large Magazine Capacity: One clip typically holds
30 rounds of ammo.
Firearm
Accessories:
Laser Sight
- Availability - Resources 5,
Police 4 or Underworld 3
- Special Ability - Adds one Bonus
Trait to any firearm it is attached to.
Suppressor/Silencer
- Availability - Police 4 or Underworld
3
- Special Ability - Removes the
Loud Negative Trait from any firearm (except shotguns) it is
attached to. Suppressor/Silencers are not interchangeable between
different types of firearms, so you must designate what type
of firearm it is made for (i.e. Pistol, Heavy Pistol, etc...).
Home-Made Suppressor/Silencer
- Availability - Constructed with
the Repair Ability (Storyteller Approval)
- Special Ability - Removes the
Loud Negative Trait from any firearm (except shotguns) it is
attached to, but also loses one Bonus Trait. Suppressor/Silencers
are not interchangeable between different types of firearms,
so you must designate what type of firearm it is made for (i.e.
Pistol, Heavy Pistol, etc...).
Telescopic Scope
- Availability - Any (Storyteller
Approval)
- Special Ability - Adds one Bonus
Trait to firearm attached to if one turn is spent aiming.
Telescopic Starlight Scope
- Availability - Resources 5,
Police 4 or Underworld 4
- Special Ability - Adds one Bonus
Trait to firearm attached to if one turn is spent aiming. Removes
penalties for partial darkness (doesn't work in total darkness).
Cannot be attached to Pistols.
Telescopic Infrared Scope
- Availability - Resources 5,
Police 4
- Special Ability - Adds one Bonus
Trait to firearm attached to if one turn is spent aiming. Removes
penalties for darkness, even in total darkness (as long as the
target gives off heat). Vampires can be detected by the fact
that they don't radiate heat, but only if the wearer is aware
that the vampire is there (a vampire will not show up at all
on infrared unless standing against a much hotter or colder background
temperature). Cannot be attached to Pistols.
Special
Ammunition for Firearms:
Armor Piercing Rounds (For All Firearm
Types)
- Availability - Police 4 or Underworld
3
- Special Ability - Ignore armor.
Magnesium Rounds (All Firearm Types
except Shotguns)
- Availability - Police 4 or Underworld
4
- Special Ability - All Damage
verses Vampires becomes Lethal (Instead of Bashing).
Dragonsbreath Rounds (Shotguns Only)
- Availability - Police 4 or Underworld
4
- Special Ability - All Damage
is converted to Aggravated fire damage. Reduce Bonus Traits by
one each time a Dragonsbreath round is fired. When Bonus Traits
reach zero the shotgun can no longer be fired until repaired
(expend one level of Repair Ability and perform test... Loss
= No Bonus Traits restored, Tie = 1 Bonus Trait restored, Win
= 2 Bonus Traits restored).
Armor:
Chain Mail
- Health Levels - 2
- Coverage - Entire Body
- Negative Traits - Heavy
- Availability - Any (Storyteller
Approval)
Plate Mail
- Health Levels - 3
- Coverage - Entire Body
- Negative Traits - Heavy, Clumsy
- Availability - Any (Storyteller
Approval)
Ballistic Vest
- Health Levels - 2
- Coverage - Chest
- Negative Traits - Heavy
- Availability - Resources 5,
Police 4 or Underworld 3
Reinforced Bulletproof Vest
- Health Levels - 3
- Coverage - Chest and Shoulders
- Negative Traits - Heavy, Clumsy
- Availability - Resources 5,
Police 5 or Underworld 4
Tactical Assault Body Armor
- Health Levels - 4
- Coverage - Entire Body
- Negative Traits - Heavy x2,
Clumsy
- Availability - Police 6
Small Shield
- Bonus Traits - 1 (When Bashing)
- Negative Traits - Heavy
- Damage - 1 Bashing
- Availability - Any
- Special Ability - Against all
successful attacks (except Firearms), the attacker must win or
tie a Simple Test to actually get past the shield to do damage.
Large Shield
- Bonus Traits - 2 (When Bashing)
- Negative Traits - Heavy, Clumsy
- Damage - 1 Bashing
- Availability - Any
- Special Ability - Against all
successful attacks (except Firearms), the attacker must win a
Simple Test to actually get past the shield to do damage.
Riot Shield
- Bonus Traits - 1 (When Bashing)
- Negative Traits - Heavy, Clumsy
- Damage - 1 Bashing
- Availability - Police 4
- Special Ability - Against all
successful attacks (Including Firearms), the attacker must win
a Simple Test to actually get past the shield to do damage.
Miscellaneous
Items:
Night Vision Goggles
- Availability - Resources 5,
Police 4 or Underworld 4
- Special Ability - Removes penalties
for partial darkness (doesn't work in total darkness).
Infrared Goggles
- Availability - Resources 5,
Police 4
- Special Ability - Removes penalties
for darkness, even in total darkness (as long as the target gives
off heat). Vampires can be detected by the fact that they don't
radiate heat, but only if the wearer is aware that the vampire
is there (a vampire will not show up at all on infrared unless
standing against a much hotter or colder background temperature).