MELEE WEAPONS
Melee weapon damage is not
halved for Vampires if they are bladed.
Swords
- Short sword
With a blade length of 18 to 24 inches, a short sword is a light stabbing
and thrusting weapon with surprising quickness. This includes anything from
a scutum or gladius to a Japanese ninja-to or a T'ai Chi sword.
Bonus Traits: 2
Negative Trait: Short
Concealability: Jacket
Special Abilities: Speed: In close combat against
any weapon with the Neg Traits of Slow, Clumsy or Heavy, the user gains the
option to pre-empt the opponent's attacks and strike first in any turn, as
long as he has the Melee Ability.
Availability: Any. A sword is quite conspicuous,
however, and having one will attract police attention.
Damage: 2 Lethal Health Levels
- Broad Sword
A typical broadsword has a two-and-a-half- to three-and-a-half-foot-long blade,
is single-or double-edged and is made of tempered steel. A true broadsword
is a heavy chopping weapon with a chisel-like edge made for penetrating metal
armor. Replica broadswords are available more cheaply, but they are certainly
less effective. Broadswords are a favored weapon of Inquisitors, since they
seem to be more effective against vampires than mere bullets.
Bonus Traits: 3
Negative Trait: Heavy
Concealability: Trench Coat
Availability: Any. A sword is quite conspicuous,
however, and having one will attract police attention.
Damage: 2 Lethal Health Levels
- Great Sword
The six- to-seven-foot-long blades of the late Middle Ages were designed to
chop through heavy armor, pike squares and human flesh. A Great Sword requires
two hands to use, and it is a slow and awkward weapon, but its strikes are
exceedingly dangerous.
Bonus Traits: 4
Negative Traits: Heavy, Clumsy
Concealability: None
Availability: Any. Great Swords, like other
large medieval weapons, draw police attention.
Damage: 2 Lethal Health Levels
- Fencing Blade
Any fencing weapon with a light blade from two to six feet long falls into
this category, although technically they could be divided as katanas, schlagers,
foils, epees, rapiers and sabers. Fencing weapons are fast and light, excellent
for use against slow opponents, but have a difficult time chopping or scoring
deep cuts.
Bonus Traits:2
Negative Trait: Fragile
Concealability: Trench Coat
Availability: Any. A fencing foil tends to draw
less police attention than an ornamental saber, especially if the fencer is
carrying fencing gear.
Special Abilities: Speed: In close combat against
any weapon with the Neg Traits of Slow, Clumsy or Heavy, the user gains the
option to pre-empt the opponent's attacks and strike first in any turn, as
long as he has the Melee Ability.
Damage: 1 Lethal Health Level
Knifes and Other Sharp Weapons
- Knife/DaggerWith a six- to twelve-inch
long blade, either single- or double-edged, a knife is a common and easily
concealable weapon.
Bonus Traits: 1
Negative Trait: Short
Concealability: Sleeve
Availability: Any
Damage: 1 Lethal Health Level
- Wooden Stake
Sharpened at one end and perfect for making Kindred shish-kebabs.
Bonus Traits: 2
Negative Trait: Clumsy
Concealability: Jacket
Availability: Any
Special Ability: Staking: A wooden stake can
pierce the heart of a vampire (thus paralyzing the creature) if the attacker
successfully wins 2 Sims.
Damage: 1 Lethal Health Level
- Spear
Though spears pretty much went out with the end of the Dark Ages, they are
quite useful for fighting vampires, as most spears have a wooden shaft. A
spear takes some practice to use, but it is excellent for keeping an opponent
at range. Spears usually range anywhere from six to eight feet in length,
and they require two hands for fully effective use.
Bonus Traits: 3
Negative Trait: Heavy
Concealability: None
Availability: Any. Like a sword, a spear is
quite conspicuous and tends to draw police attention.
Special Ability: Staking: A spear can be used
to stake a vampire through the heart, if the attacker wins or ties on two
Simple Tests after attacking.
Damage: 1 Lethal Health Level
- Hatchet
Primarily of use for chopping wood, hatchets serve as useful improvisational
weapons and excellent tools. A hatchet is a must for decapitating fallen opponents,
and it also helps when breaking through locked doors.
Bonus Traits: 2
Negative Trait: Heavy
Concealability: Trench Coat
Availability: Any
Special Ability: Destroy Shield: Hatchets render
shields useless after three blows.
Damage: 1 Lethal Health Level
- Ax
A long ax carries significant force behind its blows, but is generally heavy
and unwieldy. Most modern axes are made for chopping wood, though a less clumsy
battle ax can be had from specialty sources at a rather steep price.
Bonus Traits: 3
Negative Trait: Heavy, + Clumsy for wood axes
Concealability: None
Availability: Any
Special Ability: Destroy Shield: Axes render
shields useless after three blows.
Damage: 2 Lethal Health Level
Non Firearms Ranged Non-Firearms --
- Short Bow
Short bows are typically used for hunting and sport archery. A short bow has
limited range and power.
Bonus Traits: 3
Negative Trait: Fragile
Concealability: Trench Coat
Availability: Any
Special Abilities: Armor-Piercing: Leather,
Chain Armor, Ballistic Vest does not protect against arrows.
Staking: Arrows can he used to stake a vampire, with two successful
(win or tie ) Simple Tests after hitting.
Damage: 1 Lethal Health Level
- Compound Bow
A modern compound bow uses an elaborate pulley system to generate greater
pull and thus a stronger arrow shot. Compound bows are fairly expensive, but
they can be found in the arsenal of many wilderness survivalists and hunters.
Bonus Traits: 5
Negative Trait: Fragile, Heavy
Concealability: Trench Coat
Availability: Any
Special Abilities: Armor-Piercing: Leather,
Chain Armor, Ballistic Vest does not protect against arrows.
Staking: Arrows can be used to stake a vampire, with two successful
(win or tie) Simple Tests after hitting. Destroy Shied: The power of a compound
bow is truly frightening, and a single hit will render a shield useless.
Damage: 2 Lethal Health Levels
- Long Bow
Rare in the modern age, a true long bow is six or seven feet tall, with a
correspondingly powerful draw. A long bow's range is quite impressive.
Bonus Traits: 3
Negative Traits: Fragile, Heavy
Concealability: None
Availability: Any
Special Abilities: Armor-Piercing: Leather,
Chain Armor, Ballistic Vest does not protect against arrows.
Staking: Arrows can be used to stake a vampire, with two successful
(win or tie) Simple Tests after hitting. Destroy Shield: One good shot from
a longbow will penetrate a shield, rendering it useless.
Damage: 2 Lethal Health Levels
- Crossbow
A crossbow uses a powerful action to propel a short bolt with tremendous power.
Since crossbows fire in straight lines, they have limited range due to drop-off,
but they are incredibly effective within that range. Old-style crossbows take
an action to cock or crank and reload for each shot, but modern crossbows
can be cocked with a simple breaking action that does not require extra time.
Bonus Traits: 4
Negative Traits: Heavy, Slow
Concealability: Trench Coat
Availability: Any
Special Abilities: Armor-Piercing: Leather,
Chain Armor, Ballistic Vest does not protect against bolts.
Staking: Bolts can be used to stake a vampire, with two successful
(win or tie) Simple Tests after hitting. Destroy Shield. The most powerful
weapon of its type (short of a ballista, that is), a heavy crossbow can render
a shield useless in one shot.
Damage: 2 Lethal Health Levels
Blunt Weapons
- Club
Clubs include anything from chair legs, to tree limbs, to the truncheons used
by the local police. Nunchaku and other bludgeoning martial arts weapons also
fall into this category.
Bonus Traits: 2
Negative Trait: Clumsy
Concealability: Short Cloak / Jacket
Availability: Any
Damage: 1 Health Level
- Staff
The traditional quarter staff is six to eight feet long, blunt and as thick
as a man's fist. Quarter staves are excellent for defense and for holding
an opponent at bay. Trained staff-wielders are reputedly more dangerous than
swordsmen. Although staves are uncommon as weapons in the modem day, many
martial artists still use them.
Bonus Traits: 3
Negative Trait: Heavy
Concealability: None
Availability: Any
Damage: 1 Health Level
Makeshift Weapons
- Broken bottle
Most common in bar brawls and similar altercations, a shattered glass bottle
is a simple improvised weapon.
Bonus Traits: 1
Negative Trait: Fragile
Concealability: Pocket
Availability: Any
Damage: 1 Health Level
Thrown Weapons
- Throwing knife
Built with a specially balanced blade and handle, a throwing knife is effective
at short ranges, primarily as a surprise weapon. However, throwing knives,
like most thrown weapons, are difficult to aim.
Bonus Traits: 1
Negative Trait: Clumsy
Concealability: Pocket
Availability: Any
Damage: 1 Health Level
- Throwing Hatchet
Such a hatchet is a rarity these days. Most hatchets are not designed for
throwing, however, modern composite-steel hatchets are specially designed
for balance and ease of hurling. Like knives, hatchets are difficult to throw
accurately.
Bonus Traits: 2
Negative Trait: Clumsy
Concealability: Jacket
Availability: Any
Damage: 1 Health Level
- Molotov Cocktail
An old bottle filled with gasoline or alcohol and stuffed with a rag becomes
a dangerous weapon when lit on fire. The bottle breaks on impact, spreading
flaming liquid all over the target.
Bonus Traits: 2
Negative Trait: Fragile
Availability: Any
Special Ability: Incendiary: Molotov cocktails
inflict fire damage.
Spray: A Molotov cocktail splashes when it strikes, and it automatically
tests to hit anyone within a pace of the designated target, whether friend
or foe.
Damage: 1 Aggravated Health Level
- Shuriken
The standard "Japanese ninja star" typically comes in the form of
a six- or eight-pointed star. They are usually thrown in rapid succession,
as individual stars inflict little damage. Some shuriken come in the form
of needle-like darts. Most people have little idea of how to throw shuriken
properly
Bonus Traits: 1
Negative Trait: Clumsy
Concealability: Pocket
Availability: Any
Damage: 1 Health Level
Whipping Weapons
- Sash
Bonus Traits: 2
Negative Trait: Delicate
Concealability: Pocket
Damage: 1 Health Level
- Whip (Bullwhip)
Bonus Traits: 2
Negative Trait: Delicate
Concealability: Jacket
Damage: 1 Health Level
Ability: Speed
- Whip (Cat of 9 Tails)
Bonus Traits: 2
Negative Trait: Unwealdly
Concealability: Jacket
Damage: 2 Health Level