One thing to bear in mind with
equipment of this nature is that most of it is either outright illegal or
highly restricted. Don't be shy about telling a player "no" if she
comes up with some cockeyed plan to arm her coterie with .50-caliber machine
guns.
Vampire is a horror game, not an action movie.
Vampire is a horror game, not an action movie.
Firearms
Most nations have rather restrictive
laws concerning the possession of fully automatic weapons, and handguns and
sporting weapons are falling under tighter and tighter control. Even in the
World of Darkness, it is difficult to acquire automatic weapons without black
market connections or a valid collector's permit, and any use of such firearms
in a city will almost certainly draw some degree of police attention.
Storytellers should feel perfectly justified in making both the use and
acquisition of such guns more trouble than it is worth for characters.
Firearm Traits
Caliber: The diameter of the bullet fired by the gun in
question. Caliber is given in either a fraction of an inch (e.g. .45 caliber is
45/100 of an inch across) or millimeters (e.g. 9mm), with the exception of
shotgun rounds, which are measured in gauge.
Damage: The base number of dice rolled for damage after a
successful strike. All firearms do lethal damage against mortal targets. Against
vampires, firearms do merely bashing damage, unless the head is targeted (which
adds two to attack difficulties and one die to damage pools), in which case the
damage is considered lethal.
Range: This is the practical shot range in yards. Weapons may
be fired at twice this distance, but the attacks are considered long range
(difficulty 8).
Rate: The gun's maximum cyclic rate, or the number of shots
or three-round bursts it may fire per combat turn. This rate does not apply to
full-auto or spray attacks.
Clip: The number of shots that the weapon holds. Automatic
pistols, submachine guns and any rifle which is described as
"automatic" or "semiautomatic" may be carried with one
additional round in the firing chamber.
Conceal: P = Can be carried in the pocket; J = Can be hidden in
a jacket; T = Can be hidden in a trenchcoat; N = Cannot be concealed on the
person at all.
* Indicates the weapon is capable of
three-round bursts, full-auto and sprays.
Revolvers
Revolvers are handguns that operate
around a cylinder containing five or more rounds. They are generally more bulky
than automatic pistols, but are less likely to become inoperable if they
malfunction due to their relatively simpler construction. In game terms, this
means that most botches with a revolver result in either a misfire (the round
doesn't go off) or a shot going into a friend rather than the gun jamming or
blowing up. Almost all modern revolvers are double-action, meaning that each
pull of the trigger both fires the weapon and rotates a new round into place.
Many older models (such as the Colt Peacemaker of American frontier fame) and
some newer ones of very high caliber are single-action; this requires the firer
to manually cock the hammer between shots, thus vastly reducing the rate of
fire. Contrary to what some films have shown, it is impossible to silence a
revolver.
Saturday Night Special: This is a catch-all term for any cheap, small-caliber
revolver. The majority of crimes involving firearms are committed using these
guns. Models are too numerous to list. The two main drawbacks of Saturday night
specials are low stopping power and unreliability. However, they are easy to
acquire on the street on short notice, ammunition is cheap, and they aren't as
big of an investment and therefore are easier to throw away on the run.
Caliber: varies; the most common are .22, .25, and .38 Special
Damage: 3 or 4
Range: 10 to 15
Rate: 3
Clip: 5 , 6, or 8
Conceal: P
Damage: 3 or 4
Range: 10 to 15
Rate: 3
Clip: 5 , 6, or 8
Conceal: P
Smith & Wesson M640 and Colt
Agent: These are representative of
small "holdout" revolvers or "detective's specials." They
are constructed with a rounded-off hammer to aid in rapid draws from
concealment.
Caliber: .38 Special
Damage: 4
Range: 12
Rate: 3
Clip: 6
Conceal: P
Damage: 4
Range: 12
Rate: 3
Clip: 6
Conceal: P
Smith & Wesson M686 and Colt
Python: Both of these pistols are
well-designed mid-caliber revolvers with excellent reputations. These and
similar models have seen widespread use among police forces in the past, though
revolvers have been replaced almost completely by automatics in modern nights. Most
revolvers like these come in a variety of barrel lengths, which have no effect
on game play unless the Storyteller wants to tinker with the Range Trait.
Caliber: .357 Magnum
Damage: 5
Range: 30
Rate: 2
Clip: 6
Conceal: J
Damage: 5
Range: 30
Rate: 2
Clip: 6
Conceal: J
Smith & Wesson Model 29 and Colt
Anaconda: These are a high-caliber
revolvers used primarily for hunting and sport-target shooting. Few police
departments adopted .44 Magnum weapons, as the heavier caliber pistols are
harder to control and are more intimidating than police public relations would
like. Characters with Strengths of less than 3 may have difficulty firing these
weapons one-handed, at the Storyteller's discretion.
Caliber: .44 Magnum
Damage: 6
Range: 35
Rate: 2
Clip: 6
Conceal: J
Damage: 6
Range: 35
Rate: 2
Clip: 6
Conceal: J
Ruger Redhawk: The Redhawk is a massive, brutal revolver, used
primarily for hunting. A larger version with a longer barrel, the Super
Redhawk, comes with a sling and scope. Both versions are too bulky to be fired
one-handed by any character with a Strength of less than 4.
Damage: 6
Range: 50, 100 for Super Redhawk
Rate: 2
Clip: 6
Conceal: T
Range: 50, 100 for Super Redhawk
Rate: 2
Clip: 6
Conceal: T
Freedom Arms Casull: This weapon, named after its manufacturer, is
custom-built on the frame of a Ruger Redhawk and is chambered for ammunition
that is a modified rifle round. It is used primarily for hunting bear, moose
and other large game, and can mount scopes. As with the Redhawk, it is
impossible for a character with Strength of less than 4 to fire a Casull
one-handed. A Casull is single-action, which has no game effect other than a
relatively lower Rate and an intimidating pause as a character thumbs the
hammer back. The expensive custom manufacturing required for a Casull makes it
very difficult for a character with less than Resources 3 to acquire one.
Caliber: .454 Casull
Damage: 7
Rate: 1
Range: 40
Clip: 5
Conceal: T
Damage: 7
Rate: 1
Range: 40
Clip: 5
Conceal: T
Remington XP-100: Although not a revolver, this pistol is included here
for the sake of simplicity. It and its relatives are single-shot, bolt-action
pistols made for precise target shooting. Obviously, this means that the
precision in question can be put to other uses by an enterprising character.
The XP-100 is something of a sniper's weapon in a pistol size. It can mount a
scope.
Caliber: .221
Damage: 5
Range: 50
Rate: 1
Clip: 1
Conceal: J
Damage: 5
Range: 50
Rate: 1
Clip: 1
Conceal: J
Automatic Pistols
The term automatic pistol is
something of a misnomer, as automatic weapon has come to be synonymous with
"fully automatic." Automatic pistols are more properly referred to as
autoloaders, which means that they feed from an internal magazine and use part
of the recoil when firing to load the next round into the chamber. Although
many autoloaders are manufactured with magazines holding 15 or more rounds,
recent American legislation requires all new autoloaders to be sold with
magazines holding 10 rounds or less. Autoloaders are more likely to malfunction
than revolvers due to their higher complexity (botches are more likely to
result in a broken or jammed weapon), but are more commonly used because of
their higher rates of fire, higher capacities and lower reload times.
Autoloaders can be carried with a full magazine plus a round in the chamber
ready to fire. The Clip Traits below apply to full magazines and empty
chambers; the +1 indicates that they may be carried with a round in the chamber
(though having a round in the chamber makes the weapon much more likely to fire
if dropped).
Hammerli M280 Target: As with the Remington XP-100, the Hammerli M280 is a
specialized target-shooting pistol. However, most M280s are made with ergonomic
grips fitted to the hands of one specific user. In game terms, this adds one
die to the Firearms dice pool of the intended user, but anyone else trying to
use the weapon loses one die. This feature is available on most pistols, but
the M280 is one of the few weapons on which it is standard. The M280 can mount
a scope.
Caliber: .22 Long Rifle Damage: 4
Range: 30 Rate: 5 Clip: 5+1 Conceal: J
Sites M380: Manufactured in Italy,
this slim and streamlined autoloader is intended for sale to people with
minimal weapons training who feel the need to carry an easy-to-hide gun. It is
designed for ease of use and maximum concealment. Two other functionally
identical versions exist, the M9 and the M40, which fire 9mm and .40 caliber
S&W ammunition respectively.
Caliber: .380 Automatic (9mm for M9, .40 S&W for M40)
Damage: 4 (5 for M40)
Range: 20
Rate: 4
Clip: 8+1 (9+1 for M9 and M40)
Conceal: P
Damage: 4 (5 for M40)
Range: 20
Rate: 4
Clip: 8+1 (9+1 for M9 and M40)
Conceal: P
Walther PPK: This German-made pistol is familiar worldwide as the
signature weapon of James Bond. Although it lacks the punch of larger-caliber
weapons, it is small enough to be easily hidden in an ankle holster or similar
arrangement. Due to the widespread use of a silencer in the Bond films, it is
relatively easy (though still very illegal, without proper permits) to get one
for this pistol.
Caliber: .380 Automatic
Damage: 4
Range: 15
Rate: 3
Clip: 7+1
Conceal: P
Damage: 4
Range: 15
Rate: 3
Clip: 7+1
Conceal: P
Beretta Model 92: Made in Italy, this weapon is the most commonly used
pistol in American police departments. It was also adopted in the early 1980s
as the M9, the official service sidearm of the U.S. Army (though many service
personnel still swear by their M1911s). The Model 92 is fairly representative
of many high-capacity 9mm autoloaders, such as the Ruger P85 (Antonio Banderas'
weapon of choice in Desperado), the Browning High-Power (with a 13-round
magazine) and the Smith & Wesson 5900 series (the former service sidearm of
the FBI), which are all identical to the Model 92 for game purposes.
Caliber: 9mm
Damage: 4
Range: 20
Rate: 4
Clip: 15+1
Conceal: J
Range: 20
Damage: 4
Range: 20
Rate: 4
Clip: 15+1
Conceal: J
Range: 20
Calico Model 950: Looking more like a science-fiction weapon than a
traditional pistol, the Calico 950 is nevertheless a very effective weapon. It
feeds from a high-capacity cylindrical magazine that locks onto the top of the
weapon, parallel to the barrel, rather than sliding into the grip as most
autoloaders' magazines do. The 950 has not seen much professional use, mainly
due to its bulk. A submachine gun variant, the Model 960A, also exists, using
the same magazine and action with a folding stock and longer barrel.
Caliber: 9mm
Damage: 4
Range: 20 (40 for 960A)
Rate: 4 (21 for 960A)
Clip: 50+1 or 100+1
Conceal: T
Damage: 4
Range: 20 (40 for 960A)
Rate: 4 (21 for 960A)
Clip: 50+1 or 100+1
Conceal: T
Glock 17, 20, 21 and 22: When the Glock 17 debuted on the market in the early
1980s, a sudden media flap occurred concerning its supposed
"undetectability." Although the frames of Glock pistols are made of
plastics and polymers, the barrels and other internal parts are more than
sufficient to show up on X-ray machines and metal detectors. (Additionally,
Glock manufactures these pistols with strips of metal in the handle so they are
visible to detectors.) Perhaps because of their incredible media exposure,
Glocks are extremely popular today. Glock manufactures several different
models, all of which are listed here for simplicity's sake. Each model listed
also has a compact companion model with a 10-round clip (an additional round
may still be held in the chamber) and a Conceal of P.
Caliber: 9mm
(model 17); .40 S&W (model 22); 10mm (model 20); .45 ACP (model 21)
Damage: 4 for model 17, 5 for all others
Range: 20 for model 17, 25 for all others
Rate: 4 for models 17 and 22, 3 for models 20 and 21
Clip: 17+1 (model 17), 15+1 (models 20 and 22), 13+1 (model 21)
Conceal: J
Damage: 4 for model 17, 5 for all others
Range: 20 for model 17, 25 for all others
Rate: 4 for models 17 and 22, 3 for models 20 and 21
Clip: 17+1 (model 17), 15+1 (models 20 and 22), 13+1 (model 21)
Conceal: J
Heckler & Koch P7M13: The German firm of Heckler & Koch designed this
pistol specifically for law enforcement use, combining maximum carrying safety
with minimal difficulty in quick-draw and use. The P7M13's safety is part of
the grip; it will fire as long as it is held, but the safety automatically engages
if hand pressure is released from it, keeping the gun from going off if
dropped. All Heckler & Koch weapons have excellent reputations for
reliability (and high price), and the P7M13 is no exception.
Caliber: 9mm
Damage: 4
Range: 20
Rate: 4
Clip: 13
Conceal: P
Damage: 4
Range: 20
Rate: 4
Clip: 13
Conceal: P
Colt M1911A1: The classic ".45 automatic," the Colt
M1911A1 was the standard service sidearm of the U.S. Army from its introduction
in 1911 until the mid-1980s. It is still popular in military, law enforcement
and civilian applications alike, and is possibly the most widely used pistol in
the world. The M1911A1 has been seen in countless films, most recently and
vividly in Last Man Standing. Lara Croft also uses these in Tomb Raider, so
they must still be good.
Caliber: .45 ACP (Automatic Colt Pistol)
Damage: 5
Range: 25
Rate: 3
Clip: 7+1 to 9+1, depending on the exact model
Conceal: J
Damage: 5
Range: 25
Rate: 3
Clip: 7+1 to 9+1, depending on the exact model
Conceal: J
SIG-Sauer P220 and P230: The partnership of Swiss SIG and German J.P. Sauer
& Sohn has a reputation for consistently producing excellent weapons.
SIG-Sauer offers a number of models of automatic pistols; the two listed here
are fairly representative. Special Agents Fox Mulder and Dana Scully of X-Files
fame carry a P220 and P230, respectively.
Caliber: .45 ACP (P220), .380 (P230)
Damage: 5 (P220), 4 (P230)
Range: 25 (P220), 20 (P230)
Rate: 3
Clip: 7+1
Conceal: J
Damage: 5 (P220), 4 (P230)
Range: 25 (P220), 20 (P230)
Rate: 3
Clip: 7+1
Conceal: J
IMI Desert Eagle: Although many professionals feel that the Desert Eagle
is too much gun and too prone to mechanical failure, there is no denying the
sheer intimidation factor this weapon carries. The Israeli-made Desert Eagle is
the largest, most powerful autoloader in production today, and is almost
impossible to fire one-handed (minimum Strength 4). In addition to its most
impressive caliber, the Desert Eagle is also available in .357 Magnum and .44
Magnum.
Caliber: .50 Action Express
Damage: 7
Range: 30
Rate: 1
Clip: 7
Conceal: J
Damage: 7
Range: 30
Rate: 1
Clip: 7
Conceal: J
Submachine Guns and Machine Pistols
Submachine guns, or SMGs, are
designed to bridge the gap between pistols and automatic rifles. They are small
weapons (under 3 feet long) that fire pistol-caliber ammunition at a high
cyclic rate. Despite their similarity in use and appearance to rifles, SMGs
operate internally more like pistols. SMGs are most commonly used by military
special operations units, police SWAT teams and gangs, because the relatively
close ranges at which all three groups usually enter conflict do not require
the use of rifles.
Like automatic pistols, SMGs and
machine pistols may hold an additional bullet in the chamber, hence the +1
notation to the Clip Trait. For the most part, chambering this additional round
is excessive and time consuming, given the minimal benefit, but some gunbunnies
are insistent upon doing it.
Beretta Model 93R: Classified as a machine pistol (a pistol-scale weapon
that fires at SMG speeds), the Beretta Model 93R is a three-round-burst-capable
version of the Model 92 (above). It incorporates a fold-down forward grip and
folding stock. The Model 93R is not capable of true fully automatic fire, which
makes it slightly more controllable than other machine pistols.
Caliber: 9mm
Damage: 4
Range: 20
Rate: 15
Clip: 20+1
Conceal: J
Damage: 4
Range: 20
Rate: 15
Clip: 20+1
Conceal: J
Ceska Model 61: More commonly known as the Skorpion, the Czech-made
Model 61 is one of the smallest SMGs in production. It was widely used in
Soviet bloc militaries, and has found its way into the armories of Third-World
nations, terrorist groups and street gangs across the world. The Skorpion's
relatively low-powered ammunition and uncontrollability are balanced by its
small size and low cost.
Caliber: .32 ACP
Damage: 3
Range: 20
Rate: 15*
Clip: 10+1 or 20+1
Conceal: J
Damage: 3
Range: 20
Rate: 15*
Clip: 10+1 or 20+1
Conceal: J
Glock 18: The Glock 18 is a fully automatic machine pistol
version of the Glock 17, intended for law enforcement, military and
antiterrorist use. Although it is similar in appearance to the Glock 17, it is
deliberately designed to have incompatible parts.
Caliber: 9mm
Damage: 4
Range: 20
Rate: 19*
Clip: 17+1, 19+1, or 33+1
Conceal: J
Damage: 4
Range: 20
Rate: 19*
Clip: 17+1, 19+1, or 33+1
Conceal: J
Heckler & Koch MP5 series:The MP5 series is the most well-respected and reliable
series of submachineguns in existence. A wide variety of variants exist,
including the MP5K, a highly concealable, short-barreled version, and the MP5SD
series, whose built-in sound suppresser makes it the quietest SMG in the world
(not to mention impossible for civilians to acquire). MP5s can be seen in Navy
SEALs, Die Hard I & II, and a plethora of other movies. Most Western
military special operations units use MP5s.
Caliber: 9mm, though 10mm versions exist
Damage: 4 (5 for 10mm)
Range: 40 (25 for MP5K)
Rate: 21*
Clip: 15+1 or 30+1
Conceal: T (J for MP5K)
Damage: 4 (5 for 10mm)
Range: 40 (25 for MP5K)
Rate: 21*
Clip: 15+1 or 30+1
Conceal: T (J for MP5K)
IMI Uzi: The Uzi was the first SMG to achieve widespread
popularity (or notoriety…). Manufactured in Israel, it has spread across the
world. In America, the Uzi is used by the Secret Service and many major police
forces. Two smaller variants, the Mini-Uzi and the Micro-Uzi, are identical in
function but lack the range and controllability of the larger model.
Caliber: 9mm and .45 ACP (all three models are available in
both calibers)
Damage: 4 for 9mm, 5 for .45 ACP
Range: 50 for Uzi, 25 for Mini-Uzi, 15 for Micro-Uzi
Rate: 21*
Clip: 16+1, 20+1, or 32+1 for all models in 9mm; 16 for all models in .45 ACP
Conceal: T (J for Micro-Uzi)
Damage: 4 for 9mm, 5 for .45 ACP
Range: 50 for Uzi, 25 for Mini-Uzi, 15 for Micro-Uzi
Rate: 21*
Clip: 16+1, 20+1, or 32+1 for all models in 9mm; 16 for all models in .45 ACP
Conceal: T (J for Micro-Uzi)
Ingram M10: Also known as the MAC-10, this weapon was introduced
in the 1970s and is still renowned for its durability. Its major drawback is
its lack of control when firing long bursts, as its trigger allows it to fire
only full-auto. Practice is required to pull off three-round bursts, and single
shots are hard for all but the most skilled operators. A sound suppresser is
available, but these are hard to obtain legally.
Caliber: 9mm and .45 ACP
Damage: 4 for 9mm, 5 for .45 ACP
Range: 25
Rate: 32+*
Clip: 32+1
Conceal: J
Damage: 4 for 9mm, 5 for .45 ACP
Range: 25
Rate: 32+*
Clip: 32+1
Conceal: J
Intratec TEC-9: Although marketed as a pistol, this weapon is easy to
convert to full automatic (Professional Skill: Gunsmith 1 and a decent toolkit
gets the job done in an hour or two). Thus, it is encountered quite often in
the hands of boneheaded thugs and gangstaz who want something cheap they can
spray a room or an alley with. Professionals tend to stick with something less
likely to blow up in their hands, as the TEC-9 is made poorly to begin with and
impromptu modifications serve only to make it less reliable.
Caliber: 9mm
Damage: 4
Range: 20
Rate: 18*
Clip: 20+1 or 32+1
Conceal: J
Damage: 4
Range: 20
Rate: 18*
Clip: 20+1 or 32+1
Conceal: J
Thompson M1928: The once-ubiquitous "Tommy gun" was the
first submachine gun used by the U.S. military. Although obsolete today, it is
still effective, and was a staple of 1930s gangster films. Its huge optional
drum magazine gives it an unmistakable silhouette. Like the MAC-10, its trigger
allows it to fire only full-auto, making three-round bursts a matter of
experience and control.
Caliber: .45 ACP
Damage: 5
Range: 50
Rate: 15*
Clip: 20 or 100
Conceal: T
Damage: 5
Range: 50
Rate: 15*
Clip: 20 or 100
Conceal: T
Rifles
For game purposes, the category of
"rifles" encompasses any gun that is not fully automatic and fires a
fast (compared to a pistol round), narrow-diameter bullet down a rifled barrel.
Rifles are used for both hunting and sniping; the only difference between the
two is often the level of craftsmanship of the weapon. Rifles may be
bolt-action or lever-action, in which cases each shot must be moved into firing
position by the user, or semiautomatic, where some of the gas or recoil from
the previous shot works the action and loads the next round. Most bolt-action rifles
feed from internal ammunition supplies rather than snap-in magazines, so they
are slower to reload than semiautomatic weapons.
Rifles, like automatic pistols, may
chamber a round in addition to those carried in their clip, so they bear the +1
notation to their Clip Trait. This is rarely ever used in practice, however –
if you're shooting at something (or someone…) that needs to be hit 31 times to
bring it down, maybe you'd better just leave it alone.
Remington Model 700: This is a fairly common bolt-action hunting rifle and
a good representative of its type; a variety of other brands have similar
Traits, varying only in superficial appearance. The military version of this,
the M24 Sniper Weapon System, is modified heavily at the factory and is extremely
difficult to acquire (Resources 4, military Allies or Contacts, and a lenient
Storyteller).
Caliber: .30-06 and .308 Remington for Model 700, .300
Winchester Magnum for M24
Damage: 8 for Model 700, 9 for M24
Range: 300 for Model 700, 500 for M24
Rate: 1
Clip: 5+1, held internally rather than magazine-fed
Conceal: N
Damage: 8 for Model 700, 9 for M24
Range: 300 for Model 700, 500 for M24
Rate: 1
Clip: 5+1, held internally rather than magazine-fed
Conceal: N
Remington Model 740: This is a smaller-caliber version of the Model 700,
and is also a representative sample of its type and caliber.
Caliber: .223 Remington for civilian versions, 5.56mm for
military versions (interchangeable)
Damage: 7
Range: 275
Rate: 3
Clip: 5+1, held internally
Conceal: T
Damage: 7
Range: 275
Rate: 3
Clip: 5+1, held internally
Conceal: T
Ruger 10/22: Another representative sample of small-caliber rifles
used for small game or "plinking," this particular model is
semiautomatic, but varieties exist with all forms of actions. It is possible to
convert this weapon into a fully automatic (and fully illegal) version with a
decent metal shop and the right knowledge (Professional Skill: Gunsmith 2).
Caliber: .22 LR (Long Rifle)
Damage: 4
Range: 100
Rate: 4
Clip: 10+1 or 50+1
Conceal: N
Damage: 4
Range: 100
Rate: 4
Clip: 10+1 or 50+1
Conceal: N
Weatherby Mark V: This is a British-made bolt-action rifle designed for
hunting large game such as elephants, rhinos and light aircraft. Its recoil is
powerful enough to inflict (7 - character's Strength) dice of Bashing damage on
anyone who fires it without being properly braced (Storyteller's discretion:
any position where the character is off-balance, firing from the hip, or firing
while moving).
Caliber: .460 Weatherby Magnum
Damage: 10
Range: 300+
Rate: 1
Clip: 3+1
Conceal: N
Damage: 10
Range: 300+
Rate: 1
Clip: 3+1
Conceal: N
Barrett Model 82 "Light
Fifty": The heaviest weapon available
on the civilian market, this monstrous 4'9"-long, 35-pound semiautomatic
rifle fires the same ammunition used by heavy machine guns. Its hunting
applications are dubious at best, though it can be legally owned by private
citizens in the United States and most large gun stores can theoretically
acquire one. The rifle is known in military service as the M82A1, and is used
by U.S. Army Special Forces snipers. The M82A1 was the rifle used by God in
Navy SEALs and by Robocop in Robocop II. As with the Weatherby Mark V, the
Model 82's recoil can break the shoulder, upper arm, collarbone and/or ribs of
an unprepared or weak operator.
Caliber: .50
BMG (Browning Machine Gun)
Damage: 12; the .50 BMG round has the combination of velocity and mass to completely ignore any armor or cover lighter than a cinder-block wall or a military vehicle, though Fortitude will still help soak normally.
Range: Effectively 300, though professional military snipers have claimed kills at over 1500 yards in open terrain
Rate: 1
Clip: 11
Conceal: N
Damage: 12; the .50 BMG round has the combination of velocity and mass to completely ignore any armor or cover lighter than a cinder-block wall or a military vehicle, though Fortitude will still help soak normally.
Range: Effectively 300, though professional military snipers have claimed kills at over 1500 yards in open terrain
Rate: 1
Clip: 11
Conceal: N
Assault Rifles
Although semiautomatic versions of
most of these weapons do exist, assault rifles are military weapons. They are
not generally found in the hands of civilians. For game purposes, this category
includes both true assault rifles, which fire small rounds at a high rate of
fire, and battle rifles, which use larger ammunition and fire more slowly. Both
are employed in the same roles and can kill a target equally dead.
It should be repeated that weapons
with full-auto capability, or even three-round burst capability, are highly
illegal for anyone but police and military personnel to use or own. It is
possible to acquire semiautomatic collector's versions of these weapons, which
can be converted to full-auto by a character with Professional Skill: Gunsmith
of 2 or better. However, any use of such weapons will likely draw police and
federal attention (the ATF takes a very dim view of such antics). Storytellers
should feel free to drop FBI, SWAT and whatever other acronyms they need on
their player characters' heads.
Colt M16: The standard assault rifle of the United States' armed
services, among others, the M16's design has been copied for both military and
civilian versions. Newer versions are capable of only single shots and
three-round bursts, though plenty of older models with true full-automatic
capability are still out there. A cut-down carbine version, the M4, features a
folding stock and shorter barrel, trading range for size.
Caliber: 5.56mm
Damage: 7
Range: 200 (120 for carbines)
Rate: 15 or 20, depending on the precise model
Clip: 20+1 or 30+1
Conceal: N (T for carbines)
Damage: 7
Range: 200 (120 for carbines)
Rate: 15 or 20, depending on the precise model
Clip: 20+1 or 30+1
Conceal: N (T for carbines)
Russian State Arsenals AK-74: The grandchild of the venerable AK-47, the AK-74 was
the standard Soviet bloc assault rifle before the collapse of the USSR, and
hasn't gone out of style. A variety of versions are out there; the only ones
that really matter to game play are the folding-stocked variants and carbines.
Caliber: 5.45mm
Damage: 7
Range: 200 (120 for carbines)
Rate: 20
Clip: 30
Conceal: N (T for carbines)
Damage: 7
Range: 200 (120 for carbines)
Rate: 20
Clip: 30
Conceal: N (T for carbines)
Steyr AUG: The Austrian-made AUG (Armee Universal Gewehr) is
surprising in that such a unique weapon has actually been adopted by multiple
militaries. The AUG is a bullpup-configuration weapon, which means that its
magazine and action are placed in the stock, behind the grip and trigger. This
allows a shorter overall design with no loss of barrel length. The AUG also
mounts an integral telescopic scope (see below) in its carrying handle.
However, its most revolutionary feature is its modular construction: one AUG
and a few conversion parts can be broken down and reassembled into a light
machine gun, a submachine gun, a short carbine or the basic assault rifle
configuration in about 15 minutes.
Caliber: 5.56mm (9mm in SMG configuration)
Damage: 7 (4 in SMG configuration)
Range: 200 (50 for SMG configuration)
Rate: 21
Clip: 42+1 (30+1 in SMG configuration)
Conceal: T (N for light machinegun configuration)
Damage: 7 (4 in SMG configuration)
Range: 200 (50 for SMG configuration)
Rate: 21
Clip: 42+1 (30+1 in SMG configuration)
Conceal: T (N for light machinegun configuration)
Colt M14, FN FAL, and Heckler &
Koch G3: These 1950s-vintage battle
rifles all saw – and still see – widespread use outside their countries of
origin. The American M14 (in semiautomatic forms) is found in civilian hands
and in Southeast Asia, the Belgian FAL is common in Africa, and the German G3
sees heavy use in South America. All three weapons have effectively equal game
statistics; the G3 is about a pound heavier and probably more reliable than the
other two, if anyone's checking. A version of the M14, the M21, is still in use
in the U.S. Army as a sniper's rifle.
Caliber: 7.62mm
Damage: 8
Range: 275
Rate: 10
Clip: 20+1
Conceal: N
Damage: 8
Range: 275
Rate: 10
Clip: 20+1
Conceal: N
Russian State Arsenals AK-47: The AK-47 is probably the most widely distributed
battle rifle in the world. Although its ammunition has been criticized as being
low-powered and unstable at long ranges, the Soviets didn't seem to complain.
The AK-47 has a reputation for reliability under the worst field conditions. As
with the AK-74, there are folding-stock variants which can be hidden under long
coats with a little practice.
Caliber: 7.62mm Soviet, not interchangeable with other 7.62mm
ammunition
Damage: 8
Range: 250
Rate: 10
Clip: 30+1
Conceal: N (T for folding stock)
Damage: 8
Range: 250
Rate: 10
Clip: 30+1
Conceal: N (T for folding stock)
Shotguns
Shotguns are large-bore weapons
(typically about half an inch) that fire either slugs or clusters of pellets
down a smooth barrel. Shotguns are limited in range and ammunition capacity,
bulky and punishing in their recoil, but they are intimidating as all hell and
viciously destructive in close quarters. Shotguns are pump-, lever- or
slide-action or semiautomatic. There are a few fully automatic shotguns
available; these resemble large assault rifles and are nigh impossible to
control and highly illegal to own. Unless otherwise noted, all of these
shotguns feed from internal ammunition supplies (which makes them slower to
reload than magazine-fed weapons).
Generic double-barreled hunting
shotgun: Double-barreled shotguns are
perhaps the ultimate in simple firearms. A wide assortment is available on the
open market. Double-barreled shotguns can be cut down and sawed off for
concealment at the expense of range and legality (and the risk of breaking the
shooter's wrist without a stock with which to brace against the recoil).
Caliber: 12-gauge
Damage: 8
Range: 20, 10, or 5, depending on barrel length
Rate: 2; both barrels can be fired as a single action, using the same roll to hit for both rounds
Clip: 2
Conceal: N normally, but cut-down versions can reach T or even J
Damage: 8
Range: 20, 10, or 5, depending on barrel length
Rate: 2; both barrels can be fired as a single action, using the same roll to hit for both rounds
Clip: 2
Conceal: N normally, but cut-down versions can reach T or even J
Benelli M3 Super 90: This is a semi-automatic shotgun in widespread use
among SWAT teams, and a fairly representative example of its type.
Caliber: 12-gauge
Damage: 8
Range: 20
Rate: 3
Clip: 7
Conceal: T
Damage: 8
Range: 20
Rate: 3
Clip: 7
Conceal: T
Remington 870P, Ithaca M37, and
Mossberg M500: These three pump-action
shotguns are all in widespread use by regular police forces. In other words,
one of these is what the cops are likely to pull out of the cruiser when
responding to the disturbance your characters are causing. All of these can be
cut down for concealment at the expense of effective range.
Caliber: 12-gauge
Damage: 8
Range: 20 (10 for cut-down versions)
Rate: 1
Clip: 5 (8 for Remington 870P)
Conceal: N (T for cut-down versions)
Damage: 8
Range: 20 (10 for cut-down versions)
Rate: 1
Clip: 5 (8 for Remington 870P)
Conceal: N (T for cut-down versions)
Franchi SPAS-12: This futuristic-looking semiautomatic shotgun is also
in wide use by police forces across North America and Europe. It can be
switched into pump-action mode (Rate drops to 1) in case of a malfunction. Its
folding stock has a highly unusual brace that swings out to allow the weapon to
be fired with one hand if it's still in semi-auto mode. This is the weapon
Sarah Connor had at the end of Terminator 2.
Caliber: 12-gauge
Damage: 8
Range: 20
Rate: 3
Clip: 7
Conceal: N
Damage: 8
Range: 20
Rate: 3
Clip: 7
Conceal: N
Daewoo USAS-12: A highly unusual (and vicious) weapon from South
Korea, this beast is a military shotgun with fully automatic capability. It is
designed to look and operate like an oversized assault rifle, though its recoil
is punishing at best and splinters ribs at worst. Malfunctions and mistakes
with this weapon tend to be… spectacular.
Caliber: 12-gauge
Damage: 8
Range: 20
Rate: 6
Clip: 12 (magazine) or 28 (drum)
Conceal: N
Damage: 8
Range: 20
Rate: 6
Clip: 12 (magazine) or 28 (drum)
Conceal: N
Firearm
Accessories
Telescopic Scopes: The most common variety of scope is the telescopic
one, which magnifies the image of the target to enhance a weapon's effective
range when aiming. Scopes add two dice to the character's dice pool score when
making an aimed shot. This bonus applies after one turn of aiming and is
cumulative with the Perception bonus for aim. An aimed shot made with the aid
of a scope also increases the distance for a "medium-range" shot's
distance by 50 percent (increase the weapon's Range Trait by 50 percent). A
scope may be mounted on any rifle or assault rifle, and some revolvers or
bolt-action pistols may mount scopes as well (see individual weapon listings
above). Automatic pistols may not mount scopes, as this would interfere with
the weapon's operation.
Installing a scope of any type
requires Firearms 3 (or Professional Skill: Gunsmith 1), one hour, and 20
rounds of ammunition (which are used to ensure that the scope is aligned
properly). Scopes that are improperly installed, or are knocked out of
alignment, provide no bonus of any sort.
Night-Vision Scopes: Surplus night-vision equipment is becoming more and
more common on the open market, though it is still quite expensive.
Night-vision gear comes in three forms: light amplification (starlight),
infrared (IR), and thermal.
Starlight equipment amplifies
available visible light to a level approximating daylight. It does not function
in total darkness. Starlight scopes reduce the difficulty modifiers for
darkness by one, but will not reduce them below +1. Starlight scopes require a
minimum Resources 2 to acquire.
IR gear converts invisible infrared
light to a visible black-and-white image. Like starlight equipment, IR scopes
and goggles do not function in total darkness. However, infrared equipment can
benefit from an infrared flashlight or spotlight, which is invisible to the unaided
eye. IR gear is available in both scope and goggle forms. IR equipment reduces
the difficulty modifiers for darkness by two, but will not reduce them below
+1. IR gear requires a minimum Resources 3 to purchase.
Thermal vision equipment is more
sophisticated than starlight or IR, and literally displays heat as an
electronic image. Thermal sights "see" through smoke or fog and can
find living targets through thin walls. They do not pick up a vampire as more
than a blurred image, however, unless the vampire has fed within the past two
hours. Thermal vision equipment reduces the difficulty modifiers for darkness,
fog or smoke by up to three and cover by one. Precipitation, however, reduces
thermal vision gear's effectiveness (difficulties for darkness are only reduced
by one and cover applies normally). Thermal scopes are primarily military
equipment and require Resources 4 to purchase. They are legal, but government
officials may make discreet inquiries about anyone who buys a thermal scope.
Laser Sights: Modern laser sights are negligible in weight. They
attach to any weapon, but are most commonly used on pistols or SMGs. A laser
sight projects a thin, very low-powered beam of light, typically red, which
appears as a small dot on the target at which the gun is aimed. This is not
enough to blind the human eye, though temporary dazzling may result
(Storyteller's discretion for effects). Laser sights are widely available to
anyone with the funds (Resources 3). The game effect of a laser sight is to add
one die to the dice pool of any aimed shot made at a range of 30 yards or less.
Silencers and Suppressers: "Silencer" is often a misnomer, as very few
firearms are totally silent. Guns make noise in three ways: the explosion of
the round firing, the crack of the bullet breaking the sound barrier, and the
metal against metal noise of the gun's action. To truly silence a gun, one must
eliminate all three of these noise sources.
Most sound-suppressed weapons reduce
noise by venting the exhaust gases from the round through a series of baffles
that slow the gas to subsonic speeds (slowing the bullet in the process, as the
expanding gas that propels it bleeds away). As pistol-caliber ammunition
typically is slower than rifle ammunition and relies on mass over speed to cause
damage, pistols and SMGs are easier to suppress than rifles. Any silencer
strong enough to be effective on a rifle slows the bullet enough to reduce the
weapon's Damage Trait by 2 or more, and some rounds (such as shotgun rounds or
the .50-caliber BMG bullet) are too large to silence at all.
Silencers are bulky, often as long
as the gun itself. Any weapon that has a silencer fitted to it rises one level
in its Conceal Trait (e.g. a pistol with Conceal P goes to Conceal J when a
silencer is attached).
The larger the round, the more
difficult it is to suppress it. Generally, any gun with a Damage Trait higher
than 4 cannot truly be silenced, only suppressed. For example, a suppressed
Colt M1911A1 (firing .45 caliber ammunition, Damage 5) is about as loud as a
dictionary being slammed on a table. While obvious as a loud noise, this may
not be immediately recognizable as a gunshot.
Silencers are highly illegal for
civilians to own without proper government permits, and quite difficult to
acquire. A very skilled gunsmith might be able to build one from scratch if
given tools and time (Professional Skill: Gunsmith of at least 4 and a minimum
of one week), but its reliability would be questionable.
Disguised Weapons: It is possible to build a weapon, typically a
submachine gun, into a briefcase or a similarly unobtrusive object (with
Professional Skill: Gunsmith 4). The most common configuration is to place the
weapon entirely inside the container with a blow-away patch over the muzzle and
a mechanical linkage to the trigger to allow the character to fire the weapon
without opening whatever it is hidden within. This allows the gun to be fired
(at a +2 difficulty, and no aimed shots are possible). A weapon firing in this
fashion is immediately obvious due to the muzzle flash, even if it is silenced.
The container must be opened in order to reload the weapon.
The Heckler & Koch MP5K, the
Glock 19 and the Ingram M10 can all be acquired with briefcases or satchels
designed for the weapon in question. In most cases, there is a trigger assembly
built into the briefcase's carrying handle, and the gun may be removed and used
normally should the situation require such action.
Melee
Weapons
Melee Weapon Traits
Damage: The base number of damage dice rolled after a
successful strike. For melee weapons, this is based on the character's Strength
Trait (and Potence, if any) plus a number of dice determined by the size, mass
and design of the weapon in question.
Conceal: The amount of clothing under which the weapon may be
hidden. P = in a pocket, J = under a jacket, T = under a trench coat, and N =
the weapon is too large to carry concealed.
Minimum Strength: The minimum Strength (Potence applies to this total)
that a character must have in order to wield the weapon in combat.
Blunt Weapons
Blunt weapons do bashing damage
unless otherwise noted or a called strike to the head is used.
Small Clubs: This category includes blackjacks, quarter rolls
stuffed into socks, collapsible tactical batons, tonfas, jo staves and lengths
of lead pipe. Anything that is used to bash rather than slash and is less than
around two feet in length is considered a small club for game purposes.
Damage: Strength +1 (add or subtract a die if the weapon in
question is particularly heavy or light)
Conceal: J (P for collapsible batons or blackjacks)
Minimum Strength: 1
Conceal: J (P for collapsible batons or blackjacks)
Minimum Strength: 1
Large Clubs: Anything longer than two feet but shorter than about
four and a half is considered a large club. This includes canes, baseball bats,
pool cues, cavalry maces and staves that have been broken in half by angry
Brujah.
Damage: Strength +2 (add a die or two for exceptionally heavy
weapons such as maces or bats; subtract one for flimsy, improvised ones)
Conceal: T
Minimum Strength: 2
Conceal: T
Minimum Strength: 2
Staves: Staves are generally defined as "as tall as the
wielder and as thick around as her fist," but any long blunt implement that's
too large to be used with one hand is a staff for game purposes.
Damage: Strength +3, with a definite reach advantage
Conceal: N
Minimum Strength: 1
Conceal: N
Minimum Strength: 1
Edged Weapons
Edged weapons do lethal damage
unless otherwise indicated.
Knives: This category encompasses everything from steak knives
to Bowie knives to Japanese tantos.
The line between "knife"
and "short sword" is generally drawn at about 12 inches. Fighting
knives, which are generally double edged and balanced for the express purpose
of rapid strikes in melee combat, tend to be illegal in many areas.
Damage: Strength +1
Conceal: P or J, depending on size and style
Minimum Strength: 1
Conceal: P or J, depending on size and style
Minimum Strength: 1
Foils and rapiers: Lightweight swords used primarily for sport fencing in
the modern era, most rapiers have no edge and a blunted tip. However, it's not
that hard to sharpen one, and many Ventrue elders remember a time when
gentlemen wore rapiers as a matter of fashion. Rapiers and foils are used to
stab and thrust rather than slash, and will not parry heavier weapons without
the risk of breakage (Storyteller's discretion).
Damage: Strength +2 (bashing, unless the tip is sharpened)
Conceal: T
Minimum Strength: 1
Conceal: T
Minimum Strength: 1
Sabers, katanas and scimitars: Sabers and scimitars tend to have curved blades
between two and three feet in length. Sabers are European in origin, katanas
are Japanese, and scimitars come from the Middle East.
Damage: Strength +2
Conceal: T
Minimum Strength: 2
Conceal: T
Minimum Strength: 2
Broadswords and longswords: These are generally thought of as European weapons,
although the idea has come up in every civilization at some point or another.
They are usually three feet or so long with straight, heavy blades.
Damage: Strength +3
Conceal: T
Minimum Strength: 2
Conceal: T
Minimum Strength: 2
Two-handed swords: Just what the name implies, these massive implements of
personal injury are between four and six feet long and require both hands to
use effectively (Strength + Potence of at least 7 is needed to swing one with
one hand, as the balance is as much a factor as the weight).
Damage: Strength +5
Conceal: N
Minimum Strength: 4
Conceal: N
Minimum Strength: 4
Miscellaneous Weapons
Brass knuckles and sap gloves: These are designed to increase the force of hand
strikes. Punches from a character wearing brass knuckles or sap gloves (gloves
with pockets of lead shot sewn into the knuckles) do an additional die of
bashing damage. Characters making attacks with claws do not gain this benefit.
Whips and chains: Aside from the recreational uses, some people swear by
the versatility of a flexible weapon. Whips can be used to slash, or can
entangle (treat as a grapple attack at range). Chains aren't quite as useful in
that role, but hit harder.
Damage: Strength +1 (+2 for chains)
Conceal: J
Minimum Strength: 1
Conceal: J
Minimum Strength: 1
Thrown
Weapons
Thrown weapons cause lethal damage
unless otherwise noted. They use the same Traits as melee weapons.
Darts and shuriken: Darts and shuriken (throwing stars) are usually too
small to do much damage in and of themselves, but they can easily be coated
with various chemical compounds.
Damage: Strength -1
Conceal: P
Minimum Strength: 1
Conceal: P
Minimum Strength: 1
Knives and hatchets: Most knives and hatchets are far from aerodynamic;
those that are balanced for throwing aren't always the best choice for
hand-to-hand combat and vice versa (+2 to difficulties if using one type of
weapon for the opposite application). It is possible to throw a knife or
hatchet so that the hilt strikes the target instead of the blade, thus
inflicting bashing damage rather than lethal (+1 difficulty to hit, and
requires Throwing 1).
Damage: Strength +1
Conceal: P or J
Minimum Strength: 1
Conceal: P or J
Minimum Strength: 1
Spears: Although spears are rather uncommon in the modern
world, they are sometimes still an effective recourse, particularly if the
thrower is skilled enough to aim for the heart. Some ancient cultures used
spear-throwers, or atlatls, which are little more than four- to six-foot sticks
with notches at one end to hold the spear. An atlatl functions as a lever,
giving the thrower two more points of Strength for the purpose of determining
range, difficulty and damage.
Damage: Strength +2
Conceal: N
Minimum Strength: 2
Conceal: N
Minimum Strength: 2
Archery
Bows cause lethal damage by cutting
and slashing rather than by impact, as arrows travel too slowly to cause much
in the way of hydrostatic shock (the primary source of damage from bullets).
This allows bows to penetrate most modern body armor, which is designed to
defend against bullets, with relative ease (half the normal soak bonus, rounded
down). They use the same Traits as melee weapons, with the addition of the
Range Trait of firearms.
Characters using bows may take aim
as per the aimed shot rules for firearms. It takes one action to fire a bow and
one action to reload; reloading can be accomplished in the same turn as firing
with two successes on a Dexterity + Archery roll (difficulty 7).
Unlike bullets, arrows can be made
without special shop tools. Any character with Archery 3 and access to
appropriate materials (stone or metal arrowheads, feathers, wood for shafts,
glue, string and a knife) may construct arrows at a rate of one per hour.
Short Bow: This encompasses all bows that are between three and
four feet long. Short bows may be fired from horseback. Anyone with Archery 3
or higher and a week to work can make a short bow.
Damage: 2
Conceal: T
Minimum Strength: 2
Range: 60
Conceal: T
Minimum Strength: 2
Range: 60
Long Bow: This includes such weapons as the Welsh longbow, which
ended the military dominance of the armored European knight, and the Japanese
daikyu, a seven-foot-tall cavalry bow. Long bows may be designed to be fired on
foot or fired while mounted on a horse, but not both. A character with Archery
4 or higher and 10 days of working time can make her own long bow.
Damage: 4
Conceal: N
Minimum Strength: 4
Range: 120
Conceal: N
Minimum Strength: 4
Range: 120
Small Compound Bow: Compound bows use a system of pulleys to enhance the
user's strength, thus allowing the same amount of power to be delivered with
less effort. Compound bows are a relatively new innovation, and may not be
constructed without specific tools. A small compound bow is about three feet
long.
Damage: 2
Conceal: N
Minimum Strength: 1
Range: 90
Conceal: N
Minimum Strength: 1
Range: 90
Large Compound Bow: Large compound bows are the most commonly used hunting
and target shooting bows. They are typically four feet long or larger.
Damage: 3
Conceal: N
Minimum Strength: 2
Range: 120
Conceal: N
Minimum Strength: 2
Range: 120
Crossbow: A crossbow is a mechanical device that vaguely
resembles a modern rifle. It consists of a horizontal bow attached to the front
end of a stock. The bow is drawn by crank or by hand, and the projectile
(called a bolt or a quarrel) is placed in the stock. A mechanical trigger holds
the bow drawn until it is ready to be fired. A crossbow takes five actions to
re-draw and reload.
Damage: 5
Conceal: T
Minimum Strength: 2
Range: 20
Conceal: T
Minimum Strength: 2
Range: 20
Personal
Armor
The modern media has perpetuated the
perception that a "bulletproof vest" will stop anything that hits it,
leaving the wearer little more than stunned. Sadly, this is not the case.
Currently produced body armor is designed to absorb and spread the force of a
high-velocity impact. The full amount of kinetic energy delivered by a bullet
still hits the wearer – it's just spread over the entire area of the armor
before it's transferred to the tender flesh and bone of the body. This usually
results in spectacular bruising over the entire torso, a few cracked ribs and a
few minutes of disorientation and panic.
Furthermore, body armor is only fully
effective against relatively low-velocity rounds (pistol ammunition, in other
words). Bullets with higher velocities (rifle rounds) typically punch right
through such synthetic fibers as Kevlar and Spectra. On the other hand, melee
weapons such as knives or clubs treat body armor like any other thick clothing,
and cut or smash the wearer right through the material.
Some Kindred elders still keep metal
armor from centuries past. This is both more obvious and less bullet-resistant
than modern body armor, but it generally stops melee and brawling attacks more
effectively than its present-night counterpart.
Unless otherwise noted, the armor
listed below covers only the wearer's torso and thus does not protect against
fire, sunlight, called shots to the head, neck, or limbs, or explosions.
Body armor is expensive. Unless
otherwise noted in the entry below, assume that a character must have a minimum
Resources of 3 to purchase modern armor and Resources 4 to purchase archaic
armor (cheaper reproductions are available, but these are meant for display
rather than use). Body armor is also rarely "one size fits all", and
poorly fitted (read: stolen) body armor may have an increased Dexterity penalty
at the Storyteller's discretion.
It bears mention that the armor Traits
presented here are a bit more complex than those presented on page 214 of Vampire:
The Masquerade. Storytellers who wish to keep complexity to a minimum
should feel free to use those Traits instead.
Armor Traits
Bashing Soak: The number of dice that the armor adds to the wearer's
soak dice pool against bashing damage. This is also the value used against
thrown weapons.
Melee Soak: The number of dice that the armor adds to the wearer's
soak dice pool against lethal damage from melee weapons. This is also the value
used against lethal brawling attacks (e.g. Feral Claws) and low-velocity
projectiles such as arrows or crossbow bolts.
Bullet Soak: The number of dice that the armor adds to the wearer's
soak dice pool against lethal damage from guns.
Dexterity Penalty: The amount by which the wearer's Dexterity is reduced
while wearing the armor. This may not reduce the Attribute below 1.
Perception Penalty: The amount by which the wearer's Perception is reduced
while wearing the item. This may not reduce the Attribute below 1. This Trait
applies only to helmets.
Conceal: The amount of clothing under which the armor may be
hidden. W = windbreaker or loose shirt, J = jacket or suit, T = trench coat, N
= the armor is too bulky to wear concealed.
Modern Armor
Reinforced clothing: This is less of a formal category of body armor than
it is a mode of dress. "Reinforced clothing" covers such garb as
biker's leathers or the heavy insulated jumpsuits worn by hunters and
construction crews.
Bashing Soak: 2
Melee Soak: 1
Bullet Soak: 0
Dexterity Penalty: 0
Conceal: N/A, as these are normal clothes
Melee Soak: 1
Bullet Soak: 0
Dexterity Penalty: 0
Conceal: N/A, as these are normal clothes
Armor T-shirt: This is a thin Kevlar garment worn under street
clothing, typically a loose shirt or sweater. It provides minimal protection,
but is easy to wear concealed.
Bashing Soak: 2
Melee Soak: 0
Bullet Soak: 1
Dexterity Penalty: 0
Conceal: W
Melee Soak: 0
Bullet Soak: 1
Dexterity Penalty: 0
Conceal: W
Light Ballistic Vest: This is a vest designed to be worn under a loose shirt
or sweater as the armor T-shirt. Because it is thicker but designed for the
same ease of concealment, it impairs movement more than does the shirt.
Bashing Soak: 2
Melee Soak: 1
Bullet Soak: 2
Dexterity Penalty: 1
Conceal: W
Melee Soak: 1
Bullet Soak: 2
Dexterity Penalty: 1
Conceal: W
Medium Ballistic Vest: The most common type of body armor worn by security
guards and uniformed police officers, this is designed to be worn over or under
clothes, depending on the situation in which the wearer expects to find herself.
This type of body armor comes with inside pockets where ceramic or metal
"trauma plates" can be inserted for extra protection. Some models are
designed expressly for combat wear and incorporate a variety of pockets for
radios, spare magazines and other tools of the trade.
Bashing Soak: 2 (3 with trauma plates)
Melee Soak: 1 (3 with trauma plates)
Bullet Soak: 3 (4 with trauma plates)
Dexterity Penalty: 1 (2 with trauma plates)
Conceal: J
Melee Soak: 1 (3 with trauma plates)
Bullet Soak: 3 (4 with trauma plates)
Dexterity Penalty: 1 (2 with trauma plates)
Conceal: J
Flak Jacket: This is usually the same approximate thickness as a
medium ballistic vest, but it extends to cover the arms and, sometimes, the
lower abdomen. Flak jackets also provide minimal (one die of soak) protection
against explosions.
Bashing Soak: 3
Melee Soak: 2
Bullet Soak: 4
Dexterity Penalty: 2
Conceal: T
Melee Soak: 2
Bullet Soak: 4
Dexterity Penalty: 2
Conceal: T
SWAT Tactical Jacket: Made primarily for SWAT and hostage rescue teams,
these garments are very expensive (minimum Resources 5 for civilians to
purchase) and tend to draw police scrutiny if seen on civilians. SWAT jackets
are designed for maximum ballistic protection with a minimum impact on
mobility. They are designed to be worn over clothing (usually including an
armor T-shirt) and cover the wearer from the shoulders down to the groin. They
usually feature trauma plates and equipment pouches. The Dexterity penalty of a
SWAT jacket is reduced to 1 for activities which rely primarily on the hands
and arms (such as shooting).
Bashing Soak: 3
Melee Soak: 3
Bullet Soak: 4
Dexterity Penalty: 2
Conceal: T
Melee Soak: 3
Bullet Soak: 4
Dexterity Penalty: 2
Conceal: T
Riot Gear: Although it's impossible to cover all the bases where
personal injury is concerned, riot gear does make the attempt. This usually
includes full protection for the torso and partial protection for the arms and
legs against both melee and firearm attacks. Like a flak jacket, riot gear
provides minimal (one die of soak) protection against explosions.
Bashing Soak: 4
Melee Soak: 4
Bullet Soak: 5
Dexterity Penalty: 3
Conceal: N
Melee Soak: 4
Bullet Soak: 5
Dexterity Penalty: 3
Conceal: N
Bomb Disposal Suit: Explosions are perhaps the hardest source of combat
injury to armor an individual against. Bomb disposal suits are designed
specifically to defend against concussion and shrapnel, and add six dice to the
wearer's soak dice pool for explosions only. The Dexterity penalty of a bomb
disposal suit does not apply to delicate operations (such as defusing a booby
trap).
Bashing Soak: 4
Melee Soak: 4
Bullet Soak: 2
Dexterity Penalty: 3
Conceal: N
Melee Soak: 4
Bullet Soak: 2
Dexterity Penalty: 3
Conceal: N
Nomex Suit: This is a specialized item worn almost exclusively by
race car drivers, firefighters and SWAT troopers. Nomex is a very expensive
(minimum Resources 4) flame-retardant fabric. A Nomex suit typically covers the
entire body except for the hands and head, and comes with gloves and a ski mask
to protect those two areas. It provides three additional soak dice for the sole
purpose of resisting fire. A Nomex suit is designed to be worn under clothing.
Bashing Soak: 0
Melee Soak: 0
Bullet Soak: 0
Dexterity Penalty: 0
Conceal: W
Melee Soak: 0
Bullet Soak: 0
Dexterity Penalty: 0
Conceal: W
Tailored Armor: In recent years, several companies have begun
re-tailoring Kevlar or similar materials into name-brand clothing. Typically,
windbreakers, sweaters, jackets, tuxedos and business suits are modified to
order. This process is very expensive (minimum Resources 4) but the result is
virtually unidentifiable as body armor – a Perception + Streetwise roll
(difficulty 10, dropping to 8 if Style is rolled instead of Streetwise) is
necessary to recognize it.
Bashing Soak: 0
Melee Soak: 0
Bullet Soak: 2
Dexterity Penalty: 0
Conceal: see above
Melee Soak: 0
Bullet Soak: 2
Dexterity Penalty: 0
Conceal: see above
Archaic Armor
Imagine someone walking down your
street in a suit of chainmail. Consider that reaction when taking the
concealability of archaic armor into account.
Composite Armor: This usually consists of leather sewn with metal rings
and studs, and perhaps some light chain mail. Composite armor covers the torso,
arms and upper legs.
Bashing Soak: 2
Melee Soak: 3
Bullet Soak: 0
Dexterity Penalty: 1
Conceal: T
Melee Soak: 3
Bullet Soak: 0
Dexterity Penalty: 1
Conceal: T
Heavy Armor: This is a suit of ring mail or chain mail worn over a
thick layer of quilted padding. Heavy armor, as the name suggests, is quite
heavy and a character must have a minimum Strength of 3 to make use of it.
Bashing Soak: 4
Melee Soak: 4
Bullet Soak: 0
Dexterity Penalty: 1
Conceal: N
Melee Soak: 4
Bullet Soak: 0
Dexterity Penalty: 1
Conceal: N
Full Knight's Armor: Also referred to as "plate mail," this is
what is normally thought of as full medieval armor. Actually, armor of this
type was only used for a century or so before the Welsh longbow (and, later,
the gun) rendered it obsolete. A minimum Resources of 4 is necessary to locate
and purchase a suit of this type of armor that will fit the character, and a
minimum Strength of 3 is required to wear it.
Bashing Soak: 5
Melee Soak: 6
Bullet Soak: 1 (Note that metal breaches inward – gunshot wounds are likely to be quite painful…)
Dexterity Penalty: 2
Conceal: N
Melee Soak: 6
Bullet Soak: 1 (Note that metal breaches inward – gunshot wounds are likely to be quite painful…)
Dexterity Penalty: 2
Conceal: N
Helmets
Helmets protect the head and, in
some cases, the neck. Their soak values do not add to those of the suits of
armor above, but are used separately for attacks that specifically target the
head. A helmet is not a sure bet – a bullet deflected by one still transmits
enough energy to break the wearer's neck. All helmets, obviously, are
impossible to conceal when worn.
Military Helmet: Available in army surplus stores for a relatively low
price, this is mainly designed to protect against shrapnel rather than bullets
or bludgeons.
Bashing Soak: 1
Melee Soak: 1
Bullet Soak: 1
Perception Penalty: 0
Melee Soak: 1
Bullet Soak: 1
Perception Penalty: 0
SWAT Helmet: This is similar in construction to the military
helmet, but is more heavily padded against melee attacks and has a transparent
Plexiglas face shield and a padded neck cover. Some models substitute a gas
mask for the face shield (increase Perception penalty to 2).
Bashing Soak: 2
Melee Soak: 2
Bullet Soak: 2
Perception Penalty: 1
Melee Soak: 2
Bullet Soak: 2
Perception Penalty: 1
Light Helm: Typically worn with heavy archaic armor, this is a
padded metal helmet that protects the back and sides of the wearer's head.
Bashing Soak: 1
Melee Soak: 2
Bullet Soak: 0
Perception Penalty: 1
Melee Soak: 2
Bullet Soak: 0
Perception Penalty: 1
Full Helm: This is worn with a full suit of knight's armor. It is
extremely heavy and uncomfortable, but it covers the wearer's entire head and
neck.
Bashing Soak: 2 Melee Soak: 3 Bullet Soak: 0 Perception
Penalty: 2
Explosives
Explosives cause massive property
damage at best, and their use may be viewed as a serious breach of the
Masquerade due to the intense investigation from federal authorities (any
bombing of a public building is a federal crime and will be investigated by the
FBI and ATF). Players who believe their characters can "get away with
it" are referred to the examples of the Oklahoma City and World Trade
Center bombings. More than likely, elder Kindred will assist the authorities in
such an investigation – no prince likes that sort of thing going on in her city.
Almost all explosives are very difficult to acquire or manufacture, and
Storytellers should have no qualms whatsoever about arbitrarily denying
anything in this section to characters. The nastier something looks, the less
likely it is to fall into the hands of those who would misuse it.
However, sometimes the only way to
fix the problem is to blow it up, as has been illustrated in innumerable horror
films and stories. Anarchs aren't the only ones who take this view: The
Inquisition, for instance, is not above drastic measures. Characters may find
themselves on the receiving end of any of the following substances.
Body armor generally does not
protect against an explosion, although it may protect against the shrapnel
thrown by one (see Personal Armor above). All explosions do lethal damage
unless otherwise indicated, though characters at ground zero may well suffer
aggravated damage, at the Storyteller's discretion – if there's a chance of
their survival at all.
Grenades
Grenades are manufactured devices
containing relatively small amounts of explosives or chemical substances. They
are designed to be used by unskilled troops, and thus require no Demolitions
roll to use. However, they do require a Throwing or Athletics roll to be thrown
to the desired spot. Grenades are extremely difficult for anyone but police and
military personnel to acquire.
Fragmentation grenade: The archetypal grenade, these are designed to propel
hundreds of metal and wire shards in all directions upon detonation. The
shrapnel, rather than the actual explosion, causes most of the damage.
Fragmentation grenades do 12 dice of damage at the center of their explosion,
reduced by one die for every yard of distance from the blast.
Concussion grenade: Concussion grenades are designed to incapacitate or
kill through their explosion. They are theoretically non-lethal, but no
explosion is truly "safe." Concussion grenades are the type most
likely to be employed by SWAT teams. They do eight dice of damage, reduced by
one die per yard of distance from the blast.
Chemical grenades: This category encompasses both smoke and tear gas
grenades, which function identically except for their chemical payload. Both
emit gas through holes in their cases rather than exploding. However, the
chemical reaction that produces the gas also produces heat, and any character
who tries to pick one of these up while it is "active" receives two
levels of aggravated damage (soakable with Fortitude, difficulty 6). The clouds
produced by these grenades fill a 10-yard radius and last for 10 minutes in
relatively still air.
White phosphorus grenades: White phosphorus, or WP, grenades, are ostensibly
intended for smoke generation. However, they produce their smoke through the
burning of a phosphorus compound that cannot be extinguished without special
chemicals. WP grenades inflict damage as fragmentation grenades, but WP damage
is aggravated and continues to burn, being reduced by two dice each turn until
it burns out. Any flammable substance (like vampires) in the radius of effect
of a WP grenade maybe ignited at the Storyteller's discretion. WP grenades are
extremely difficult to acquire, and Storytellers should feel free to
arbitrarily deny them to characters.
Prepared Charges
This category includes any
demolition or blasting charge that has been assembled with an explosive,
detonator and detonation method (radio control, timer, etc.) when it enters a
character's hands. Prepared charges require no special knowledge to use as
general-purpose explosives, but a minimum of Demolitions 2 is necessary to set
one and use it in its intended role.
Satchel charges: This is a catchall term for a two-pound mass of
plastic explosive and a timer in a canvas bag. Satchel charges are designed to
be thrown or dropped and fled, as the timers are usually 15 to 30 seconds long.
A satchel charge does 20 dice of damage when it goes off, reduced by one die
per two yards of distance from the blast.
Frame charges: These are also known as entry charges. They are small
amounts of plastic explosive in an adjustable wood or plastic frame, and are
designed to be locked into the frames of heavy doors or windows in order to
blow them open. The most common use of frame charges is by SWAT teams in
situations where rapid entry into a barricaded area is needed. Frame charges
can generally open any door short of a bank vault if properly emplaced, and do
six dice of damage to bystanders, reduced by two dice per yard of distance.
Shaped charges: This is more of a technique than a specific type of
explosive device. Shaped charges are amounts of explosive material which have
been constructed to direct a majority of the explosion's force in a specific
direction. The Storyteller is free to decide the precise game effects of a
shaped charge, but generally damage will be increased by 50 percent in the
direction that the charge is intended to blow and reduced by 50 percent in
other directions. Frame charges (above) are a common application of shaped
charges. Shaped charges are also used extensively in demolitions work, whereby
buildings are "imploded" by the destruction of key structural
supports without flinging lethal shrapnel into the surrounding neighborhood.
Explosive Compounds
All Damage Traits listed are per
pound of explosive present unless otherwise noted, and reduce by one die per
yard of distance from the blast center. Storytellers may feel free to increase
this for dramatic purposes – or to make a point to unruly characters.
Black powder: This is perhaps the only explosive that can be easily
and legally acquired in any significant amount. Black powder must be packed
tightly; it merely burns if scattered. Black powder can be detonated by heat or
an open flame.
Damage: 1
Blasting powder: Blasting powder is an enhanced formula of black powder
used in commercial mining operations.
Damage: 2
Nitroglycerine: Nitroglycerine is a clear, oily liquid. It is rather
powerful, but it is also extremely unstable. In fact, it is likely to
spontaneously detonate if subjected to such shocks as a character running with
it. Nitroglycerine also detonates if exposed to heat or flame.
Damage: 3
Dynamite: Also known as trinitrotoluene (TNT), dynamite is
nitroglycerine stabilized in an absorbing compound and rolled into sticks.
Dynamite that is subjected to temperature changes over an extended period of
time "sweats" pure, unstable nitroglycerine. Modern mass-produced
dynamite can be detonated only with a specialized primer compound and may
safely be ignited as an emergency flare.
Damage: 3 per stick
Plastic explosive: Plastic explosive is a generic term used to describe a
number of similar compounds, such as American C-4 or Czech Semtex, which are
stable and flexible. Plastic explosives will burn without detonating, and can
be used to cook on. They can be detonated only by a primer charge such as a
blasting cap or det cord. Plastic explosives can be molded like modeling clay
and are the explosive of choice for military applications.
Damage: 1 to 20, depending on the precise compound
Primer cord: Also known as det cord or instant fuse, this is a
specialized explosive compound manufactured in ropelike spools. Primer cord is
used to detonate separate charges simultaneously. It can also be used as a main
charge in some situations, such as cutting down trees, by a skilled explosive
technician (Demolitions 3+). Primer cord can be detonated by a primer charge or
by open flame.
Damage: 1 per two yards
Blasting caps: These are small charges, detonated by electricity or
flame, designed to set off other explosives. They can sometimes be detonated by
strong magnetic fields (Storyteller's discretion).
Damage: 4 if a character is in contact with a blasting cap
when it goes off, but no effect past a foot or so of distance
Napalm: Napalm is gasoline that has been jellied to make it
thick and sticky. It can be extinguished by being completely submerged or by
oxygen deprivation, but otherwise burns indefinitely (in game terms – five to
10 minutes becomes irrelevant after the first 20 health levels of aggravated damage).
Napalm can be ignited by anything that would ignite regular gasoline. If a
character is unfortunate enough to be coated with napalm, roll one die. That
many dice of aggravated damage (difficulty 7 to soak with Fortitude) are
inflicted on the unfortunate soul on the first turn, and the napalm continues
to burn, inflicting one less die of damage per turn until it reaches zero.
Military-Grade
Weaponry
Military weapons should never fall
into the hands of player characters in a Vampire: The Masquerade game. Heavy
machine guns, tanks, attack helicopters, artillery, jet fighters and the like
are so far outside the scope of personal combat as to be completely ludicrous.
The modern battlefield is deadlier than can be described to anyone who hasn't
been on one, and Kindred, for all their power, are no match for correctly used
modern military technology. No reasonable amount of Potence allows a character
to slug it out with a tank that mounts a 120mm main gun firing 100-pound
armor-piercing sabot rounds. No realistic amount of Celerity makes a character
fast enough to outrun an artillery barrage that saturates every inch of ground
in a one-mile radius with shrapnel. No obtainable amount of Fortitude gives a
character enough extra soak dice to survive the detonation of a 2000-pound
laser-guided bomb. The Kindred are mighty personally, but on the modern
battlefield, one character's personal might matters very little in the face of
combined arms. As for Kindred of great age and potency, none has reportedly
ever dealt with weapons matching their own sheer deadliness. The Storyteller is
advised to use military force for dramatic effect alone.
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