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Mundane Weapons, Close Combat

Jump to: Artifacts, Weapons, Unarmed, or Armor. Also, Weapon Tags.

Hand to Hand Weapons
NameSpeedAcc.DamageDef.RateMinimumsCostTags
Blades
Chopping Sword5+1+5L/2-12Str ****O
Great Sword6+1+6L/2+02Str *****2,O,R
Short Sword5+2+4L+12Str **-
Slashing Sword4+1+3L+03Str ****-
Straight Sword5+1+4L+22Str ****-
Knife4+0+2L+13Str *--
Axes & Polearms
Axe/Hatchet5+2+5L-22Str ***T
Great Axe6+1+7L/3-21Str ****2,O,R
Poleaxe6+0+7L/2+01Str ****2,0,R
Scythe5+2+7L-32Str ****2,R
Impact Weapons
Club/Cudgel/Baton5+1+3L+02Str *-T
Hammer/Mace5+1+5L/2+12Str ***O
Sledge/Tetsubo6+0+8L/3-31Str ******2,O,R
Staff4+2+7B+22Str **-2,R
Whip5+1+1B+02Str *, Dex ****D,R
Spears
Javelin4+1+3L+12Str ***T
Lance6-1+5/10L-31Str ****L,R
Short Spear5+2+4L+12Str **R
Spear5+1+4L/7L+22Str ***2,L,R

Unarmed & Brawling
NameSpeedAcc.DamageDef.RateMinimumsCostTags
Clinch6+0+0BN/a1Str *--C,N,P
^ Gauntlet^-1+3B^^Str ****C,U,P
^ Razor Harness^-1+3L^^Str ****C,P
^ Garotte^-3+0B/+0L^^Brwl **--2,U,C,P
Hand Needle5-11LN/a3Brwl **U,P
Kick5+1+4B-22Str *, Dex **--N
^ Iron Boot^+1+7B-3^Str **, Dex ****U
Punch4+0+0B+23Str *--N
^ Cestus^+0+2B+23Str **U
^ Gauntlet^+0+3B+12Str ****U,p
Martial Arts Weapons
Fighting Chain6-1+7B+23Str **, Dex ****, Style *****M,R
^ In Clinch6-1+4BN/a1Str **, Dex ****, Style ***C,M,P,R
Hook Sword5+0+4L+33Str *, Dex ***, Style ****D,M,m
Kama/Sickle5+0+3L+13Dex ***M,m
Khatar4+0+3L+32Str ****M,p
Nunchaku5+1+5B+13Str **, Brwl **M
Sai5+0+3L+23Str *, Dex ***; Style ***D,M,m,p
Seven-Section Staff5-2+6B+32Str *, Dex ****; Style ****M,p
Stick4+0+3B+13Str **, Brwl **--M,m
Tiger Claws5+2+4L+03Str *--M,p
Tonfa5+0+4L+23Str *, Dex **, Brwl **M,m,p
Wind-Fire Wheel/War Fan4+2+1L+23Str *, Dex ***; Style ****M

Jump to: Artifacts, Weapons, Unarmed, or Armor. Also, Weapon Tags.

Tag Key
TagExplanation
2Two-HandedRequires both hands to wield.
IIPairedOne of a pair of Artifacts; Attunement and Cost columns are for both items.
BBow TypeHas a Strength score; Damage based on ammunition type.
CClinch EnhancerMust be used for clinching wielded through Martial Arts.
DDisarmingAdds additional +2 Accuracy when used to disarm an opponent.
FFlame TypeDoes not add Strength to damage; listed Range is furthest the flame jet reaches.
LLance TypeIncreases damage to second Damage Value when charging or bracing against a charging opponent.
MMartial ArtsAn armed attack that uses Brawl and benefits from individual training; may require Style Specialties.
m^ MeleeAs above, but may use Brawl or Melee.
p^ ParryAs above, and the user can parry unarmed attacks without a stunt.
NNaturalPart of the body; not subject to disarming. Uses Brawl, and can only parry lethal attacks with a stunt.
OOverwhelmingDamage after the slash is the innate minimum Damage of the weapon, rather than the usual value.
PPiercingInflicts piercing damage, halving the target's armored soak (rounded down).
RReachCan attack mounted targets or those at higher elevation without penalty.
SSingle ShotCharacters must use a miscellaneous action to reload the weapon after every shot.
TThrownThis weapon can also be thrown. See the thrown weapon table for statistics.
UUnarmedAn armed use of Brawl that mirrors or enhances one of the character's natural attacks.
p^ ParryAs above, and the user can parry unarmed attacks without a stunt.

Mundane Body Armor

Body Armor
NameSoakMob.Fat.CostTypeConcealed
Breastplate+4L/2B-11**LightHeavy jacket, or cloak
Buff Jacket+3L/4B-12*Light 
Chain Shirt+3L/1B-01**LightNormal clothes
Chain Hauberk+6L/7B-32***Medium 
Lamellar+6L/8B-21***MediumHeavy jacket or cloak
Reinforced Buff Jacket+5L/8B-22**/***Medium 
Articulated Plate+9L/9B-32*****Heavy 
Plate-and-Chain+8L/10B-43****Heavy 
Reinforced Breastplate+7L/6B-21****Heavy 
Chain Swathing+11L/14B-65****X-Heavy 
Superheavy Plate+12L/12B-43*****X-Heavy 

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An armor's Mobility Penalty is subtracted from his Dodge DV Pool (i.e., [Dex + Dodge + Essence - Mobility]/2), as well as from his dice pool when his character tries to do anything involving agility or physical dexterity. This is an internal penalty, and doesn't apply to attacks or parries, but does apply to Athletics checks that involve whole-body agility or to any roll related to swimming. Also subtract half of this penalty (round down) from your Move, and the full penalty from Dash.

It takes a number of minutes to don a suit of armor equal to that armor's Mobility penalty (generally unaffected by any modifiers to that value; exceptional armor isn't usually any quicker to get in or out of). You can rush, taking half as long, but any botch later will indicate some problem with the armor and be more severe than it might otherwise be. A Mobility penalty of -0 is treated as taking 30 seconds base; removing armor takes half as long as putting it on.

An armor's Fatigue rating is the difficulty of the (Stamina + Resistance) roll he must while wearing armor at a frequency set by the Storyteller depending on conditions. If the character fails this roll he takes a -1 internal penalty to all actions due to soreness and fatigue, and is cumulative as the character continues to fail these fatigue checks. This penalty dissipates at one point per eight hours of rest outside the armor.

Artifact Weapons

Artifact Weapons
NameDamageAccuracyRateDefenseSpeedAttuneCostNotes
God-Kicking Boots7L (+4)10 (+1)3PDV 4 (-1)54*M,II
Smashfist6L (+3)9 (+0)3PDV 6 (+2)44*M,II
Clinching5L (+2)9 (+0)2PDV 5 (+0)6--M,C,II

Jump to: Artifacts, Weapons, Unarmed, or Armor. Also, Weapon Tags.


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