Master Weapons List




Terms


Concealability
If a weapon is not concealable or if you don't have the appropriate clothing you must display a card at all times with the weapon information on it. Someone with the Investigation ability who wins a Mental Challenge may notice when a charactor is carrying concealed weapons or items. Searching the carrier physically reveals hidden weapons automatically without a test in most cases.



Availability
Availability indicates how difficult a weapon can be to obtain without the appropriate legal means (permit). If a charactor attempts to obtain a weapon that is illegal or wants to obtain a weapon without a permit and without registering the weapon, they must have the appropriate level(s) of certain Influences. The Influence values listed indicate the level and type of influence required to procure the weapon through illicit channels



Special Weapon Capabilities




Melee Weapons



Weapon Type Bonus Traits Negative Traits Concealability Damage Availability Special Ability
Broken Battle 1 Fragile, Short Pocket One Health Level Any None
Knife/Dagger 2 Short Pocket One Health Level Any None
Club/Stake 2 Clumsy Jacket One Health Level Any Staking (if wooden)
Mace/Small Axe 2 Clumsy Jacket One Health Level Any Destroy Shield
Shortsword 2 Clumsy Jacket One Health Level Any Speed
Fencing Blades 3 Fragile Trenchcoat One Health Level Any Speed
Spear/Staff 3 Heavy N/A Two Health Levels Any Staking (if wooden), Two-Hand Requirement
Broadsword 3 Heavy Trenchcoat Two Health Levels Any None
Large Axe 3 Clumsy, Heavy Trenchcoat Two Health Levels Any Destroy Shield
Greatsword/Polearm/Sycthe 4 Clumsy, Heavy N/A Two Health Levels Any Two-Hand Requirement







Throwing Weapons

These weapons use the Throwing Ability for retests


Weapon Type Bonus Traits Negative Traits Concealability Damage Availability Special Ability
Thrown Rock 0 Clumsy Pocket One Health Level Any None
Thrown Dagger, Knife, or Shuriken 1 Clumsy Pocket One Health Level Any None
Molotov Cocktail 2 Fragile Jacket (until lit!) One Health Level Any Incendiary, Spray, Two-Hand Requirement
Grenade 2 Clumsy Pocket Two Health Levels Police 5, or Underworld 4 Spray, Two-Hand Requirement
Thrown Small Axe 2 Clumsy, Heavy Jacket One Health Level Any None
Thrown Spear 3 Clumsy, Heavy Jacket One Health Level Any Staking (if wooden)







Ranged Weapons

Covers non-thrown projectile weapons other than firearms. These weapons use the Archery Ability for retests.


Weapon Type Bonus Traits Negative Traits Concealability Damage Availability Rate of Fire Special Ability
Crossbow 2 Heavy, Slow N/A Two Health Levels Any One Destroy Shield, Armor-piercing, Staking (if wooden), Two-Hand Requirement
Shortbow 2 Fragile Trenchcoat One Health Level Any One Armor-piercing, Staking (if wooden), Two-Hand Requirement
Compound Bow/Longbow 3 Fragile, Heavy N/A Two Health Levels Any One Destroy Shield, Armor-piercing, Staking (if wooden), Two-Hand Requirement







Firearms

Use Firearms Ability for retests. Unless otherwise stated Firearms have a clip or magazine of 10 rounds.
Rate governs how the weapon interacts with Celerity-like powers. The number of times a weapon may be fired in one round may not exceed it's rate. Other special abilities may be used without affecting the Rate.


Weapon Type Bonus Traits Negative Traits Concealability Damage Rate of Fire Availability Special Ability
Pistol 2 Loud Pocket Two Health Levels Five Any, if registered; Police 4, Street 4 or Underworld 3 otherwise None
Heavy Pistol 2 Loud Jacket Two Health Levels Three Any, if registered; Police 4, Street 4, or Underworld 3 otherwise High-Caliber
Submachine Gun 2 Loud Jacket Two Health Levels Four Any, if registered and Non-automoatic. Police 4, Street 4, or Underworld 3 otherwise Fully Automatic, Spray, [30-round clip]
Rifle 3 Loud N/A Two Health Levels Three Any, if registered; Police 4, Street 4, or Underworld 3 otherwise Two-Hand Requirement
Shotgun 3 Loud Trenchcoat Two Health Levels Two Any if registered; Police 4, Street 4 or Underworld 3 otherwise Mass-Trauma, Spray, Two-Hand Requirement
Sniper Rifle 3 Loud N/A Two Health Levels Two Police 4, or Underworld 5 High-Caliber, Two-Hand Requirement
Assault Rifle 3 Loud N/A Two Health Levels Four Police 5 or Underworld 5 Fully Automatic, Spray, Two-Hand Requirement, [30 round clip]
Combat Shotgun 3 Loud N/A Two Health Levels Three Police 5 or Underworld 5 Fully Automatic, Mass-Trauma, Spray, Two-Hand Requirement, [20 round magazine]
Flame Thrower 0 Clumsy, Hot, Heavy N/A Two Health Levels One Underworld 5 Incendiary, Two-Hand Requirement, Spray
Stake Thrower 2 Loud Trenchcoat Two Health Levels One Must be crafted individually from a shotgun Staking







Firearm Add-Ons

Items which modify firearms


Add-On Availability Special Ability Description
Armor-Piecing Ammunition Police 4, Street 4, or Underworld 3 [10 rounds] Armor-Piercing This ammunition cannot be used with combat shotguns, flame throwers, shotguns, and stake throwers.
Incendiary Ammunition Police 5, Underworld 4 [10 rounds] Incendiary (limited) This ammunition cannot be used with flame throwers or stake throwers. Incendiary ammunition turns the first level of damage from a firearm into aggravtated damage, provided the target suffers aggravated wounds from fire. Incendiary ammuntion is most often crafted from white phosphorous.
Scope Any N/A This add-on cannot be used with combat shotguns, flame throwers, shotguns, and stake throwers. Scopes add a bonus Trait to the weapon if the user aims for the entire turn before firing. Scope refers to actual scopes of various types or laser sights.
Sound Suppression Police 4, Street 4, or Underworld 3 N/A Only Pistols, submachine guns and sniper rifles may make use of sound suppression. This hardware removes the Loud negative trait by dampening the sound of the weapon's discharge. A weapon with sound suppression loses one bonus Trait.







Armor

Duh!


Note...antique armor does not protect against bullets and modern armor does not protect against melee weapons.
Armor Type Health Levels Negative Traits Concealability Availability
Leather One None Leather armor can be concealed if is specifically made to look like normal clothing (i.e. leather pants, jacket and gloves). Any
Chain-mail Two Heavy Trenchcoat--chainmail armor is bulky and extends below the waist Any. Must be custom made and cost upward of $500.
Plate-mail Three Heavy, Clumsy N/A Any. Must be custom-ordered costs upwards of $3,000
Ballistic Vest Two None Normal shirt Any, Mail order
Reinforced Vest Two Heavy Jacket Police 4 or Underworld 3
Riot Suit Three Heavy, Clumsy N/A Police 4, Underworld 5







Shields

Shields grant one or more extra bonus traits in hand-to-hand combat. These traits add to the bonuses given from weapons and the user must have at least one level of the Melee ability to use them.


Shield Type Bonus Traits Negative Traits Concealability Availability Description
Small Shield One None Jacket Any Small Shields (or bucklers) protect against melee and unarmed attacks.
Large Shield Two Heavy N/A Any Large Shields protect against melee and unarmed attacks, as well as ranged weapons and thrown weapons.
Body Shield Two Clumsy, Heavy N/A Any Body Shields protect against melee and unarmed attacks, as well as ranged weapons and thrown weapons.
Riot Shield Two Clumsy, Heavy N/A Any Riot Shields protect against all manner of attacks.