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Jump to: Artifacts, Weapons, Unarmed, or Armor. Also, Weapon Tags.
Name | Speed | Acc. | Damage | Def. | Rate | Minimums | Cost | Tags |
---|---|---|---|---|---|---|---|---|
Blades | ||||||||
Chopping Sword | 5 | +1 | +5L/2 | -1 | 2 | Str ** | ** | O |
Great Sword | 6 | +1 | +6L/2 | +0 | 2 | Str *** | ** | 2,O,R |
Short Sword | 5 | +2 | +4L | +1 | 2 | Str * | * | - |
Slashing Sword | 4 | +1 | +3L | +0 | 3 | Str ** | ** | - |
Straight Sword | 5 | +1 | +4L | +2 | 2 | Str ** | ** | - |
Knife | 4 | +0 | +2L | +1 | 3 | Str * | - | - |
Axes & Polearms | ||||||||
Axe/Hatchet | 5 | +2 | +5L | -2 | 2 | Str ** | * | T |
Great Axe | 6 | +1 | +7L/3 | -2 | 1 | Str *** | * | 2,O,R |
Poleaxe | 6 | +0 | +7L/2 | +0 | 1 | Str ** | ** | 2,0,R |
Scythe | 5 | +2 | +7L | -3 | 2 | Str *** | * | 2,R |
Impact Weapons | ||||||||
Club/Cudgel/Baton | 5 | +1 | +3L | +0 | 2 | Str * | - | T |
Hammer/Mace | 5 | +1 | +5L/2 | +1 | 2 | Str ** | * | O |
Sledge/Tetsubo | 6 | +0 | +8L/3 | -3 | 1 | Str **** | ** | 2,O,R |
Staff | 4 | +2 | +7B | +2 | 2 | Str ** | - | 2,R |
Whip | 5 | +1 | +1B | +0 | 2 | Str *, Dex *** | * | D,R |
Spears | ||||||||
Javelin | 4 | +1 | +3L | +1 | 2 | Str * | ** | T |
Lance | 6 | -1 | +5/10L | -3 | 1 | Str *** | * | L,R |
Short Spear | 5 | +2 | +4L | +1 | 2 | Str * | * | R |
Spear | 5 | +1 | +4L/7L | +2 | 2 | Str ** | * | 2,L,R |
Unarmed & Brawling | ||||||||
Name | Speed | Acc. | Damage | Def. | Rate | Minimums | Cost | Tags |
---|---|---|---|---|---|---|---|---|
Clinch | 6 | +0 | +0B | N/a | 1 | Str * | -- | 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 Needle | 5 | -1 | 1L | N/a | 3 | Brwl * | * | U,P |
Kick | 5 | +1 | +4B | -2 | 2 | Str *, Dex ** | -- | N |
^ Iron Boot | ^ | +1 | +7B | -3 | ^ | Str **, Dex ** | ** | U |
Punch | 4 | +0 | +0B | +2 | 3 | Str * | -- | N |
^ Cestus | ^ | +0 | +2B | +2 | 3 | Str * | * | U |
^ Gauntlet | ^ | +0 | +3B | +1 | 2 | Str ** | ** | U,p |
Martial Arts Weapons | ||||||||
Fighting Chain | 6 | -1 | +7B | +2 | 3 | Str **, Dex ****, Style ** | *** | M,R |
^ In Clinch | 6 | -1 | +4B | N/a | 1 | Str **, Dex ****, Style ** | * | C,M,P,R |
Hook Sword | 5 | +0 | +4L | +3 | 3 | Str *, Dex ***, Style * | *** | D,M,m |
Kama/Sickle | 5 | +0 | +3L | +1 | 3 | Dex ** | * | M,m |
Khatar | 4 | +0 | +3L | +3 | 2 | Str ** | ** | M,p |
Nunchaku | 5 | +1 | +5B | +1 | 3 | Str **, Brwl * | * | M |
Sai | 5 | +0 | +3L | +2 | 3 | Str *, Dex ***; Style * | ** | D,M,m,p |
Seven-Section Staff | 5 | -2 | +6B | +3 | 2 | Str *, Dex ****; Style ** | ** | M,p |
Stick | 4 | +0 | +3B | +1 | 3 | Str **, Brwl ** | -- | M,m |
Tiger Claws | 5 | +2 | +4L | +0 | 3 | Str * | -- | M,p |
Tonfa | 5 | +0 | +4L | +2 | 3 | Str *, Dex **, Brwl * | * | M,m,p |
Wind-Fire Wheel/War Fan | 4 | +2 | +1L | +2 | 3 | Str *, Dex ***; Style * | *** | M |
Jump to: Artifacts, Weapons, Unarmed, or Armor. Also, Weapon Tags.
Tag | Explanation | |
2 | Two-Handed | Requires both hands to wield. |
II | Paired | One of a pair of Artifacts; Attunement and Cost columns are for both items. |
B | Bow Type | Has a Strength score; Damage based on ammunition type. |
C | Clinch Enhancer | Must be used for clinching wielded through Martial Arts. |
D | Disarming | Adds additional +2 Accuracy when used to disarm an opponent. |
F | Flame Type | Does not add Strength to damage; listed Range is furthest the flame jet reaches. |
L | Lance Type | Increases damage to second Damage Value when charging or bracing against a charging opponent. |
M | Martial Arts | An armed attack that uses Brawl and benefits from individual training; may require Style Specialties. |
m | ^ Melee | As above, but may use Brawl or Melee. |
p | ^ Parry | As above, and the user can parry unarmed attacks without a stunt. |
N | Natural | Part of the body; not subject to disarming. Uses Brawl, and can only parry lethal attacks with a stunt. |
O | Overwhelming | Damage after the slash is the innate minimum Damage of the weapon, rather than the usual value. |
P | Piercing | Inflicts piercing damage, halving the target's armored soak (rounded down). |
R | Reach | Can attack mounted targets or those at higher elevation without penalty. |
S | Single Shot | Characters must use a miscellaneous action to reload the weapon after every shot. |
T | Thrown | This weapon can also be thrown. See the thrown weapon table for statistics. |
U | Unarmed | An armed use of Brawl that mirrors or enhances one of the character's natural attacks. |
p | ^ Parry | As above, and the user can parry unarmed attacks without a stunt. |
Name | Soak | Mob. | Fat. | Cost | Type | Concealed |
---|---|---|---|---|---|---|
Breastplate | +4L/2B | -1 | 1 | ** | Light | Heavy jacket, or cloak |
Buff Jacket | +3L/4B | -1 | 2 | * | Light | |
Chain Shirt | +3L/1B | -0 | 1 | ** | Light | Normal clothes |
Chain Hauberk | +6L/7B | -3 | 2 | *** | Medium | |
Lamellar | +6L/8B | -2 | 1 | *** | Medium | Heavy jacket or cloak |
Reinforced Buff Jacket | +5L/8B | -2 | 2 | **/*** | Medium | |
Articulated Plate | +9L/9B | -3 | 2 | ***** | Heavy | |
Plate-and-Chain | +8L/10B | -4 | 3 | **** | Heavy | |
Reinforced Breastplate | +7L/6B | -2 | 1 | **** | Heavy | |
Chain Swathing | +11L/14B | -6 | 5 | **** | X-Heavy | |
Superheavy Plate | +12L/12B | -4 | 3 | ***** | X-Heavy |
Jump to: Artifacts, Weapons, Unarmed, or Armor. Also, Weapon Tags.
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.
Name | Damage | Accuracy | Rate | Defense | Speed | Attune | Cost | Notes |
---|---|---|---|---|---|---|---|---|
God-Kicking Boots | 7L (+4) | 10 (+1) | 3 | PDV 4 (-1) | 5 | 4 | * | M,II |
Smashfist | 6L (+3) | 9 (+0) | 3 | PDV 6 (+2) | 4 | 4 | * | M,II |
Clinching | 5L (+2) | 9 (+0) | 2 | PDV 5 (+0) | 6 | - | - | M,C,II |
Jump to: Artifacts, Weapons, Unarmed, or Armor. Also, Weapon Tags.
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