Post by Admin on Aug 21, 2015 19:35:42 GMT
Weapon Item Cards:
Modern Weapons: Examples
Name: Semi-Auto Pistol
Type: Ballistic, Ranged, Modern
Damage: Two Health Levels
Rate of Fire: 2
Capacity: 15
Special Trait: Loud
Name: Semi-Auto Pistol, Heavy
Type: Ballistic, Ranged, Modern
Damage: Two Health Levels
Rate of Fire: 2
Capacity: 10
Special Trait: Loud, Heavy, High-Caliber
Name: Machine Pistol
Type: Ballistic, Ranged, Modern
Damage: Two Health Levels
Rate of Fire: 2
Capacity: 20
Special Trait: Loud, Spray, Fully Automatic, Fire-Zone
Name: Sub Machine Gun
Type: Ballistic, Ranged, Modern
Damage: Two Health Levels
Rate of Fire: 3
Capacity: 15
Special Trait: Loud, Three Round Burst
Name: Shotgun
Type: Ballistic, Ranged, Modern
Damage: Three Health Levels
Rate of Fire: Single, Both Barrels, or 2 (Mattering on model)
Capacity: 1, 2, or 5 (Mattering on model)
Special Trait: Loud, Two Handed, High-Caliber, Mass Trauma, Armor Piercing, Spray (Mattering on the ammo loaded)
Name: Combat Shotgun
Type: Ballistic, Ranged, Modern
Damage: Three Health Levels
Rate of Fire: 2
Capacity: 5, 12, or 25 (Mattering on Model)
Special Trait: Loud, Two Handed, Fully Automatic, Fire-Zone, High-Caliber, Mass trauma, Armor Piercing, Spray (Mattering on the ammo loaded)
Name: Hunting Rifle
Type: Ballistic, Ranged, Modern
Damage: Three Health Levels
Rate of Fire: 1
Capacity: 1 or 5 (Mattering on model)
Special Trait: Loud, Two Handed
Name: Sniper Rifle
Type: Ballistic, Ranged, Modern
Damage: Four Health Levels
Rate of Fire: 1
Capacity: 1 or 5 (Mattering on model)
Special Trait: Loud, Two Handed, High Caliber, Armor Piercing
Name: Assault Rifle
Type: Ballistic, Ranged, Modern
Damage: Three Health Levels
Rate of Fire: 3
Capacity: 15 or 25 (Mattering on model)
Special Trait: Loud, Two Handed, Spray, Fully Automatic, Fire-Zone, High-Caliber, Armor Piercing (Mattering on ammo loaded)
Name: Heavy Machine Gun
Type: Ballistic, Ranged, Modern
Damage: Four Health Levels
Rate of Fire: 3
Capacity: 25, 50, or Special (Mattering on configuration)
Special Trait: Loud, Heavy, Heavy, Two Handed, Spray, Fully Automatic, Fire-Zone, High-Caliber, Armor Piercing.
Modern Ammo Types: Examples
Standard:
The standard ammo for a gun with no special traits or effects.
High-Caliber:
Weapons that are (and can be) loaded with these sort of rounds gain the High-Caliber special trait.
Armor Piercing:
Weapons that are (and can be) loaded with these sort of rounds gain the Armor Piercing special trait.
Slug:
Weapons that are (and can be) loaded with these sort of rounds gain the gain the Armor Piercing and High-Caliber special trait.
Buck:
Weapons that are (and can be) loaded with these sort of rounds gain the Spray special trait when the target is between ten and fifteen feet away, or Mass-Trauma if they are in point blank range.
Incendiary:
Weapons that are (and can be) loaded with these sort of rounds gain the Incendiary special trait, making the weapons damage deal aggravated wounds to many targets, but not always all.
Silver:
Weapons that are (and can be) loaded with these sort of rounds gain the Silver special trait. Some supernaturals are weak to silver, please see their weakness for reference on all effects.
Gold:
Weapons that are (and can be) loaded with these sort of rounds gain the Gold special trait. Some supernaturals are weak to gold, please see their weakness for reference on all effects.
Rubber/Bean-Bag:
Weapons that are (and can be) loaded with these sort of rounds are used for non-lethal attacks. They have their damage converted into bashing. These types of rounds are almost useless against many types of armor.
Archaic Weapons: Examples
Name: Knife
Type: Archaic, Melee
Damage: One Health Level
Special: Speed, Short, Accurate
Name: Wooden Stake
Type: Archaic, Melee
Damage: One Health Level
Special: Staking, Short
Name: Small Axe
Type: Archaic, Melee
Damage: Two Health Levels
Special: Destroy Shield, Clumsy
Name: Club
Type: Archaic, Melee
Damage: Two Health Levels (Bashing)
Special: Clumsy
Name: Shortsword
Type: Archaic, Melee
Damage: Two Health Levels
Special: Short
Name: Longsword/Broadsword
Type: Archaic, Melee
Damage: Three Health Levels
Name: Battle Axe
Type: Archaic, Melee
Damage: Three Health Levels
Special: Destroy Shield, Clumsy, Heavy
Name: Staff
Type: Archaic, Melee
Damage: Two Health Levels (Bashing)
Special: Two Handed, Fragile or Heavy (Mattering on material)
Name: Great Sword/Polearm/Scyth
Type: Archaic, Melee
Damage: Five Health Levels
Special: Heavy, Two Handed, Clumsy
Name: Crossbow
Type: Archaic, Ranged
Damage: Two Health Levels
Special: Destroy Shield, Heavy, Two Handed, Armor Piercing, Staking (Mattering on ammo used)
Name: Long Bow
Type: Archaic, Ranged
Damage: Three Health Levels
Special: Destroy Shield, Two Handed, Fragile, Armor Piercing, Staking (Mattering on ammo used)
Weapon Special Traits:
Accurate:
Whether by the means of superior craftsmanship or by the ease of how a weapon can be used, for each level of this special trait a weapon has it gives its user a plus one bonus on ties. These bonus traits only apply when the weapon is being used in the means it is meant.
Armor Piercing:
Special rounds, generally Teflon-coated, are able to pierce armor with ease. Although they do not inflict extra damage, armor-piercing rounds ignore any defenses from armor. Such rounds are typically tricky to acquire, though, and legal inquiries often follow their use.
Destroy Shield:
Although rare in this day and age, tribes who prefer older weapons still use shields. A weapon capable of destroying a shield penetrates it automatically and renders it useless after a certain number of blows, no matter what the size or strength of the shield may be.
Fire-Zone:
Automatic Weapons deal out a sever amount of death. The level of bullets they can release in a matter of seconds can make any area a very dangerous to fatal section to try and move through.
Fire-Zone is a special trait that can only be on weapons with the Fully Automatic special trait.
To use Fire-Zone a player picks a point that must both be within their characters field of view and range of the weapons use. After declaring the point the player spends his turn focusing a steady stream of continuous fire on that point, like Full Auto this uses up all the ammo in the gun and requires an action to reload.
For three steps around the designated area, anything moving through or stopping inside of the Fire-Zone, takes one Health Level of damage, and tests for all High-Caliber Special Traits on the shooters weapon.
Multiple weapons with the Fire-Zone special trait can stack their effects on the same area. After the first automatic hit the player makes a simple test for each extra player involved in the Fire-Zone. For each simple test he fails he takes another volley of Fire-Zone Damage (one health level plus any High-Caliber special traits for that gun.). This continues for all members partaking in the areas Fire-Zone.
Fully Automatic:
A firearm with this ability is capable of emptying dozens of rounds into a single target at close range. This attack inflicts an extra health level of damage due to sheer volume of fire (if you have a Firearms Ability specialization of “Automatic Weapons” or Firearms 4 or higher use of this special ability does another bonus health level of damage for a total of two bonus health levels); however, after emptying the clip from fully automatic fire, the character must spend one action reloading the weapon before it may be fired again.
High Caliber:
Firearms of particularly high caliber can cause crippling wounds with only a few shots. When a high-caliber weapon hits a target, the attacker should make a Simple Test immediately. A win indicates that the target suffers an additional health level of damage from the shot.
Incendiary:
Burning weapons cause aggravated wounds to just about anything. Some, like flame-throwers or Molotov cocktails, burn the target with streams or explosions of fire while others such as incendiary rounds (“hot loads”) burn the target with super heated ammunition.
Mass-Trauma:
Certain weapons are so powerful they inflict massive damage on a target, literally tearing away portions of flesh. Such weapons score an extra health level of damage when used appropriately.
Speed:
Fast weapons can be used to “pre-empt” an opponent’s attack, allowing the attacker with the speedier weapon to strike and resolve his challenge first. A character must have the Melee Ability to use this special ability, and he must be attacking or otherwise actively using (parrying, disarming) the weapon in order to gain this benefit. Fast weapons only gain a preemptive strike against opponents in hand-to-hand or melee combat.
Since many attacks are handled simultaneously for ease of play (both players testing at once and the winner scoring a hit), this ability is not always very useful. However, if the Storyteller opts to allow each attacker to test individually (attacking striking defender, then defender counter-striking), this ability puts characters with fast weapons on the offensive.
Spray:
The weapon can strike several targets at once, as noted under the weapon’s specific parameters. The shooter makes one test against all the targets simultaneously. Each target who fails the test suffers the weapon’s damage while each target who succeeds avoids the weapon’s damage. The shooter risks only the Traits required to test against each member of the group and loses only those Traits if any defender wins the test.
Staking:
Stacking weapons paralyze vampires when a successful blow penetrates their heart. Making this sort of attack is a very difficult called shot. In melee you must bid a strength trait as you attempt to drive the wooden shaft through the targets chest.
For the wood shaft to be able to stake a vampire it must be at least a foot long and one inch thick. The attack must, after all effects to reduce damage, do at least one health level of lethal damage to count as completely piercing the heart. The heart, in most situations, is an invisible target that his hard to land. To make such a melee attack on a target who is not restrained you must not only have at least five total physical traits, but in the case of ties you are considered down five traits also for comparison efforts. After the initial test and damage is done you make two simple tests, if you lose even one of them you failed to stake the target, but still did damage ad left a wood shaft in their heart.
Three Round Burst:
Some weapons have the ability to be set on a three round burst rate. With this option set it fires three bullets in rapid succession with one pull of the trigger. This is designed to put more bullets into the air in an attempt to maximize damage on your target. Each shot you make with a weapon using this special trait gives you a High-Caliber test.
Clumsy:
Some weapons have no balance to them and feel awkward when held in your hand. Like any negative trait, your weapon must have this actual trait on its list of special traits to be called against the wielder. When it is, and applies, the player must bid an extra dexterity trait to continue the challenge.
Fragile:
Weapons can have multiple reasons for having this special trait, from lesser materials, assault from weather, or even intentional attacks. When this trait is bid against a player, and it applies, they must bid another (appropriate) trait to continue the action.
Any attack against an object with this special trait will upgrade it to broken. Broken armor or weapons are useless and can be used as little more than a bludgeoning device.
Heavy:
Weapons with this trait are obviously weighted heavily to the point that they make them sluggish and require more physical force to use effectively. When this special trait is called against you, and applies, you must bid another strength related trait to counteract the effects of the Heavy trait and be able to continue with your intended action.
Loud:
Weapons with this trait have such a loud sound to them they can actually shake and jar wielder by sheer force or even surprise. When this special trait is called against you, and applies, you must bid a stamina related trait to counter act and steady them to continue with their action.
Short:
Some weapons are just not built with the reach or size to be useful in a fight other then very close quarters. Weapons with this special trait can only be called when fighting an opponent with a longer reach. When this special trait is called against you you must bid an additional trait to continue with the intended challenge.
Two-Handed:
Some weapons are so big that the only way to use them is with both hands at once. Weapons with this trait can only be utilized with the use of both hands, and very few/rare situations can be found where that is not the case. In the case of some entities with supernatural or titanic strength levels this trait could possibly be ignored.
NOTE:
All stats and mechanics are for non-magical, normal, versions of the gear.
Normal weapons, no matter the stacking used, can ever do more than twice their base listed damage plus one. Magic items that are created to deliver more damage will circumvent this restriction.
Modern Weapons: Examples
Name: Semi-Auto Pistol
Type: Ballistic, Ranged, Modern
Damage: Two Health Levels
Rate of Fire: 2
Capacity: 15
Special Trait: Loud
Name: Semi-Auto Pistol, Heavy
Type: Ballistic, Ranged, Modern
Damage: Two Health Levels
Rate of Fire: 2
Capacity: 10
Special Trait: Loud, Heavy, High-Caliber
Name: Machine Pistol
Type: Ballistic, Ranged, Modern
Damage: Two Health Levels
Rate of Fire: 2
Capacity: 20
Special Trait: Loud, Spray, Fully Automatic, Fire-Zone
Name: Sub Machine Gun
Type: Ballistic, Ranged, Modern
Damage: Two Health Levels
Rate of Fire: 3
Capacity: 15
Special Trait: Loud, Three Round Burst
Name: Shotgun
Type: Ballistic, Ranged, Modern
Damage: Three Health Levels
Rate of Fire: Single, Both Barrels, or 2 (Mattering on model)
Capacity: 1, 2, or 5 (Mattering on model)
Special Trait: Loud, Two Handed, High-Caliber, Mass Trauma, Armor Piercing, Spray (Mattering on the ammo loaded)
Name: Combat Shotgun
Type: Ballistic, Ranged, Modern
Damage: Three Health Levels
Rate of Fire: 2
Capacity: 5, 12, or 25 (Mattering on Model)
Special Trait: Loud, Two Handed, Fully Automatic, Fire-Zone, High-Caliber, Mass trauma, Armor Piercing, Spray (Mattering on the ammo loaded)
Name: Hunting Rifle
Type: Ballistic, Ranged, Modern
Damage: Three Health Levels
Rate of Fire: 1
Capacity: 1 or 5 (Mattering on model)
Special Trait: Loud, Two Handed
Name: Sniper Rifle
Type: Ballistic, Ranged, Modern
Damage: Four Health Levels
Rate of Fire: 1
Capacity: 1 or 5 (Mattering on model)
Special Trait: Loud, Two Handed, High Caliber, Armor Piercing
Name: Assault Rifle
Type: Ballistic, Ranged, Modern
Damage: Three Health Levels
Rate of Fire: 3
Capacity: 15 or 25 (Mattering on model)
Special Trait: Loud, Two Handed, Spray, Fully Automatic, Fire-Zone, High-Caliber, Armor Piercing (Mattering on ammo loaded)
Name: Heavy Machine Gun
Type: Ballistic, Ranged, Modern
Damage: Four Health Levels
Rate of Fire: 3
Capacity: 25, 50, or Special (Mattering on configuration)
Special Trait: Loud, Heavy, Heavy, Two Handed, Spray, Fully Automatic, Fire-Zone, High-Caliber, Armor Piercing.
Modern Ammo Types: Examples
Standard:
The standard ammo for a gun with no special traits or effects.
High-Caliber:
Weapons that are (and can be) loaded with these sort of rounds gain the High-Caliber special trait.
Armor Piercing:
Weapons that are (and can be) loaded with these sort of rounds gain the Armor Piercing special trait.
Slug:
Weapons that are (and can be) loaded with these sort of rounds gain the gain the Armor Piercing and High-Caliber special trait.
Buck:
Weapons that are (and can be) loaded with these sort of rounds gain the Spray special trait when the target is between ten and fifteen feet away, or Mass-Trauma if they are in point blank range.
Incendiary:
Weapons that are (and can be) loaded with these sort of rounds gain the Incendiary special trait, making the weapons damage deal aggravated wounds to many targets, but not always all.
Silver:
Weapons that are (and can be) loaded with these sort of rounds gain the Silver special trait. Some supernaturals are weak to silver, please see their weakness for reference on all effects.
Gold:
Weapons that are (and can be) loaded with these sort of rounds gain the Gold special trait. Some supernaturals are weak to gold, please see their weakness for reference on all effects.
Rubber/Bean-Bag:
Weapons that are (and can be) loaded with these sort of rounds are used for non-lethal attacks. They have their damage converted into bashing. These types of rounds are almost useless against many types of armor.
Archaic Weapons: Examples
Name: Knife
Type: Archaic, Melee
Damage: One Health Level
Special: Speed, Short, Accurate
Name: Wooden Stake
Type: Archaic, Melee
Damage: One Health Level
Special: Staking, Short
Name: Small Axe
Type: Archaic, Melee
Damage: Two Health Levels
Special: Destroy Shield, Clumsy
Name: Club
Type: Archaic, Melee
Damage: Two Health Levels (Bashing)
Special: Clumsy
Name: Shortsword
Type: Archaic, Melee
Damage: Two Health Levels
Special: Short
Name: Longsword/Broadsword
Type: Archaic, Melee
Damage: Three Health Levels
Name: Battle Axe
Type: Archaic, Melee
Damage: Three Health Levels
Special: Destroy Shield, Clumsy, Heavy
Name: Staff
Type: Archaic, Melee
Damage: Two Health Levels (Bashing)
Special: Two Handed, Fragile or Heavy (Mattering on material)
Name: Great Sword/Polearm/Scyth
Type: Archaic, Melee
Damage: Five Health Levels
Special: Heavy, Two Handed, Clumsy
Name: Crossbow
Type: Archaic, Ranged
Damage: Two Health Levels
Special: Destroy Shield, Heavy, Two Handed, Armor Piercing, Staking (Mattering on ammo used)
Name: Long Bow
Type: Archaic, Ranged
Damage: Three Health Levels
Special: Destroy Shield, Two Handed, Fragile, Armor Piercing, Staking (Mattering on ammo used)
Weapon Special Traits:
Accurate:
Whether by the means of superior craftsmanship or by the ease of how a weapon can be used, for each level of this special trait a weapon has it gives its user a plus one bonus on ties. These bonus traits only apply when the weapon is being used in the means it is meant.
Armor Piercing:
Special rounds, generally Teflon-coated, are able to pierce armor with ease. Although they do not inflict extra damage, armor-piercing rounds ignore any defenses from armor. Such rounds are typically tricky to acquire, though, and legal inquiries often follow their use.
Destroy Shield:
Although rare in this day and age, tribes who prefer older weapons still use shields. A weapon capable of destroying a shield penetrates it automatically and renders it useless after a certain number of blows, no matter what the size or strength of the shield may be.
Fire-Zone:
Automatic Weapons deal out a sever amount of death. The level of bullets they can release in a matter of seconds can make any area a very dangerous to fatal section to try and move through.
Fire-Zone is a special trait that can only be on weapons with the Fully Automatic special trait.
To use Fire-Zone a player picks a point that must both be within their characters field of view and range of the weapons use. After declaring the point the player spends his turn focusing a steady stream of continuous fire on that point, like Full Auto this uses up all the ammo in the gun and requires an action to reload.
For three steps around the designated area, anything moving through or stopping inside of the Fire-Zone, takes one Health Level of damage, and tests for all High-Caliber Special Traits on the shooters weapon.
Multiple weapons with the Fire-Zone special trait can stack their effects on the same area. After the first automatic hit the player makes a simple test for each extra player involved in the Fire-Zone. For each simple test he fails he takes another volley of Fire-Zone Damage (one health level plus any High-Caliber special traits for that gun.). This continues for all members partaking in the areas Fire-Zone.
Fully Automatic:
A firearm with this ability is capable of emptying dozens of rounds into a single target at close range. This attack inflicts an extra health level of damage due to sheer volume of fire (if you have a Firearms Ability specialization of “Automatic Weapons” or Firearms 4 or higher use of this special ability does another bonus health level of damage for a total of two bonus health levels); however, after emptying the clip from fully automatic fire, the character must spend one action reloading the weapon before it may be fired again.
High Caliber:
Firearms of particularly high caliber can cause crippling wounds with only a few shots. When a high-caliber weapon hits a target, the attacker should make a Simple Test immediately. A win indicates that the target suffers an additional health level of damage from the shot.
Incendiary:
Burning weapons cause aggravated wounds to just about anything. Some, like flame-throwers or Molotov cocktails, burn the target with streams or explosions of fire while others such as incendiary rounds (“hot loads”) burn the target with super heated ammunition.
Mass-Trauma:
Certain weapons are so powerful they inflict massive damage on a target, literally tearing away portions of flesh. Such weapons score an extra health level of damage when used appropriately.
Speed:
Fast weapons can be used to “pre-empt” an opponent’s attack, allowing the attacker with the speedier weapon to strike and resolve his challenge first. A character must have the Melee Ability to use this special ability, and he must be attacking or otherwise actively using (parrying, disarming) the weapon in order to gain this benefit. Fast weapons only gain a preemptive strike against opponents in hand-to-hand or melee combat.
Since many attacks are handled simultaneously for ease of play (both players testing at once and the winner scoring a hit), this ability is not always very useful. However, if the Storyteller opts to allow each attacker to test individually (attacking striking defender, then defender counter-striking), this ability puts characters with fast weapons on the offensive.
Spray:
The weapon can strike several targets at once, as noted under the weapon’s specific parameters. The shooter makes one test against all the targets simultaneously. Each target who fails the test suffers the weapon’s damage while each target who succeeds avoids the weapon’s damage. The shooter risks only the Traits required to test against each member of the group and loses only those Traits if any defender wins the test.
Staking:
Stacking weapons paralyze vampires when a successful blow penetrates their heart. Making this sort of attack is a very difficult called shot. In melee you must bid a strength trait as you attempt to drive the wooden shaft through the targets chest.
For the wood shaft to be able to stake a vampire it must be at least a foot long and one inch thick. The attack must, after all effects to reduce damage, do at least one health level of lethal damage to count as completely piercing the heart. The heart, in most situations, is an invisible target that his hard to land. To make such a melee attack on a target who is not restrained you must not only have at least five total physical traits, but in the case of ties you are considered down five traits also for comparison efforts. After the initial test and damage is done you make two simple tests, if you lose even one of them you failed to stake the target, but still did damage ad left a wood shaft in their heart.
Three Round Burst:
Some weapons have the ability to be set on a three round burst rate. With this option set it fires three bullets in rapid succession with one pull of the trigger. This is designed to put more bullets into the air in an attempt to maximize damage on your target. Each shot you make with a weapon using this special trait gives you a High-Caliber test.
Clumsy:
Some weapons have no balance to them and feel awkward when held in your hand. Like any negative trait, your weapon must have this actual trait on its list of special traits to be called against the wielder. When it is, and applies, the player must bid an extra dexterity trait to continue the challenge.
Fragile:
Weapons can have multiple reasons for having this special trait, from lesser materials, assault from weather, or even intentional attacks. When this trait is bid against a player, and it applies, they must bid another (appropriate) trait to continue the action.
Any attack against an object with this special trait will upgrade it to broken. Broken armor or weapons are useless and can be used as little more than a bludgeoning device.
Heavy:
Weapons with this trait are obviously weighted heavily to the point that they make them sluggish and require more physical force to use effectively. When this special trait is called against you, and applies, you must bid another strength related trait to counteract the effects of the Heavy trait and be able to continue with your intended action.
Loud:
Weapons with this trait have such a loud sound to them they can actually shake and jar wielder by sheer force or even surprise. When this special trait is called against you, and applies, you must bid a stamina related trait to counter act and steady them to continue with their action.
Short:
Some weapons are just not built with the reach or size to be useful in a fight other then very close quarters. Weapons with this special trait can only be called when fighting an opponent with a longer reach. When this special trait is called against you you must bid an additional trait to continue with the intended challenge.
Two-Handed:
Some weapons are so big that the only way to use them is with both hands at once. Weapons with this trait can only be utilized with the use of both hands, and very few/rare situations can be found where that is not the case. In the case of some entities with supernatural or titanic strength levels this trait could possibly be ignored.
NOTE:
All stats and mechanics are for non-magical, normal, versions of the gear.
Normal weapons, no matter the stacking used, can ever do more than twice their base listed damage plus one. Magic items that are created to deliver more damage will circumvent this restriction.