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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.

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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 :

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 :

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 :

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 :

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 :

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 :

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 :

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 :

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 :


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 :

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 :

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 :

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 :


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 :

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 :

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 :

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 :

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 :


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).