Post by Rex Fisher on Aug 3, 2005 20:12:25 GMT -8
Your Were Staff is announcing our curent rullng on weapons and armor based on interfasing with other areas of the game. This is the rules for now, if things change we will let you know. If you our concerned about this not being from the "book" please feel free to email us with your concerns so that we may consider them in any future discustion we may have on this subject. Thank-you, and with that we give you::::
Outfit your werewolf with the latest in killing implements below. Here you'll find rules for Mêlée and Brawling weapons, as well as for the ever popular Guns n' Ammo section. Also check out the Armor information. It's what every Glaswalker is wearing this year.
Players please note that for ease, you may not see the specific gold-plated Assault Shotgun that's on your painfully handcrafted weapons card. This is because we don't want to make rules for every possible weapon or armor modification that is possible in the real world. In this instance, we ask that you suspend disbelief and remember that this is a role-playing game that focuses on rich characterization and nuanced role-play, and not a combat simulation. If you are not certain where the weapon you'd like for your character fits in to the guidelines below, please see a Storyteller who will assist with this.
Conceal Damage Wound Type Example
Pocket Str Lethal Switchblade, Pocket knife
Jacket Str+1 Lethal Dagger, Butcher knife
Trench Str+2 Lethal Rapier, Foil, Short sword, Kukri
Trench Str+3 Lethal Long sword, Saber, Hand-axe
None Str+4 Lethal Bastard sword, Chainsaw, Fire axe, Spear
None Str+5 Lethal Great sword, Nodachi, Battle axe, Polearm
Strength requirements for melee weapons are equal to the bonus damage rating for the weapon. (ie a minimum of Str 4 is needed in order to wield a Str + 4 weapon)
Masterwork melee weapons are available only up to the Str+3 level and cost thousands to hundreds of thousands of dollars to get, or may be created with high successes with the weaponsmithing secondary skill. Masterwork weapons give +1 die to attack rolls.
Conceal Damage Wound Type Example
Pocket Str Bashing Sap
Pocket Str Lethal Bladed knuckles
Pocket Str +1 Bashing Brass knuckles, Club
Conceal Damage Clip Rate Range Difficulty Example
Pocket 4 6 3 30 6 Revolver
Jacket 6 10 3 40 6 Pistol
Trench 8 1 2 25 6 Shotgun
Trench 5 30 3/3B 50 6 Submachine gun
None 7 20 1 300/600 7 Rifle, Sniper Rifle
Player may use Street or Underworld to have their guns not legally
registered.
Conceal Damage Clip Rate Range Difficulty Example
None 6 30 3/FA 15 7 Assault Rifle
Masterwork firearms are extremely rare. If you get 4 or more successes on a Wits + Gunsmithing roll, you may pick one category from Clip/Rate/Range/Difficulty to improve one rank. Range on a Shotgun cannot be improved. Anyone may voluntarily lower the damage/clip/rate/range/conceal
ratings of weapons.
· Armor Piercing - Can be purchased to do damage +1 or +2. Must have Underworld Influence to purchase.
· Phosphorus Rounds - generally for use in rifle, does Aggravated damage only if bullet stays in person (at least 5 successes on firearms roll required). Likely to start fires in area of hit. Must have Underworld Influence to purchase.
· Dragon's breath rounds - only for use with shotgun, does Aggravated fire damage (3 Agg 1st found, 2 Agg 2nd round, 1 Agg 3rd round) Must have Underworld Influence to purchase.
Street 3 to Get 'clean' pistols or uncommon melee weapons
Street 4 to Get a hold of a "clean' shotgun, rifle or SMG
Street 6 to Obtain explosives (storyteller approval required)
Street 7 to Acquire automatic weapons
or
Underworld 2 to Obtain pistols, serious drugs, stolen cars, etc.
Underworld 3 to Obtain rifle, shotgun or SMG
Underworld 6 to Obtain explosives or Locate exotic weaponry (bombs, sniper rifles)
Underworld 8 to Locate Masterwork weapons, unique or custom weaponry, including special ammo types such as Phosphorus, Armor Piercing and Dragon's Breath rounds.
Learn more about what specific Influences can get your character in the Influences Grid
Armor Rating Conceal Dex/Percep (if helmet) penalty Example
1 Jacket 0 Reinforced Clothing
2 Jacket 1 Armored T-shirt
3 Trench 1 Armored Vest
4 Trench 2 Flack Jacket
5 None 3 Riot Gear
Masterwork armor is the absolute rarest type of equipment. If you get 4 or more successes on a Wits + Armorsmithing roll, you may pick one category from Rating/Conceal/Penalty to improve one rank. Conceal on AR 5 cannot be improved. Dex/Percep penalties cannot drop below 0. Staff will most likely not approve masterwork armor for game balance reasons.
Outfit your werewolf with the latest in killing implements below. Here you'll find rules for Mêlée and Brawling weapons, as well as for the ever popular Guns n' Ammo section. Also check out the Armor information. It's what every Glaswalker is wearing this year.
Players please note that for ease, you may not see the specific gold-plated Assault Shotgun that's on your painfully handcrafted weapons card. This is because we don't want to make rules for every possible weapon or armor modification that is possible in the real world. In this instance, we ask that you suspend disbelief and remember that this is a role-playing game that focuses on rich characterization and nuanced role-play, and not a combat simulation. If you are not certain where the weapon you'd like for your character fits in to the guidelines below, please see a Storyteller who will assist with this.
Conceal Damage Wound Type Example
Pocket Str Lethal Switchblade, Pocket knife
Jacket Str+1 Lethal Dagger, Butcher knife
Trench Str+2 Lethal Rapier, Foil, Short sword, Kukri
Trench Str+3 Lethal Long sword, Saber, Hand-axe
None Str+4 Lethal Bastard sword, Chainsaw, Fire axe, Spear
None Str+5 Lethal Great sword, Nodachi, Battle axe, Polearm
Strength requirements for melee weapons are equal to the bonus damage rating for the weapon. (ie a minimum of Str 4 is needed in order to wield a Str + 4 weapon)
Masterwork melee weapons are available only up to the Str+3 level and cost thousands to hundreds of thousands of dollars to get, or may be created with high successes with the weaponsmithing secondary skill. Masterwork weapons give +1 die to attack rolls.
Conceal Damage Wound Type Example
Pocket Str Bashing Sap
Pocket Str Lethal Bladed knuckles
Pocket Str +1 Bashing Brass knuckles, Club
Conceal Damage Clip Rate Range Difficulty Example
Pocket 4 6 3 30 6 Revolver
Jacket 6 10 3 40 6 Pistol
Trench 8 1 2 25 6 Shotgun
Trench 5 30 3/3B 50 6 Submachine gun
None 7 20 1 300/600 7 Rifle, Sniper Rifle
Player may use Street or Underworld to have their guns not legally
registered.
Conceal Damage Clip Rate Range Difficulty Example
None 6 30 3/FA 15 7 Assault Rifle
Masterwork firearms are extremely rare. If you get 4 or more successes on a Wits + Gunsmithing roll, you may pick one category from Clip/Rate/Range/Difficulty to improve one rank. Range on a Shotgun cannot be improved. Anyone may voluntarily lower the damage/clip/rate/range/conceal
ratings of weapons.
· Armor Piercing - Can be purchased to do damage +1 or +2. Must have Underworld Influence to purchase.
· Phosphorus Rounds - generally for use in rifle, does Aggravated damage only if bullet stays in person (at least 5 successes on firearms roll required). Likely to start fires in area of hit. Must have Underworld Influence to purchase.
· Dragon's breath rounds - only for use with shotgun, does Aggravated fire damage (3 Agg 1st found, 2 Agg 2nd round, 1 Agg 3rd round) Must have Underworld Influence to purchase.
Street 3 to Get 'clean' pistols or uncommon melee weapons
Street 4 to Get a hold of a "clean' shotgun, rifle or SMG
Street 6 to Obtain explosives (storyteller approval required)
Street 7 to Acquire automatic weapons
or
Underworld 2 to Obtain pistols, serious drugs, stolen cars, etc.
Underworld 3 to Obtain rifle, shotgun or SMG
Underworld 6 to Obtain explosives or Locate exotic weaponry (bombs, sniper rifles)
Underworld 8 to Locate Masterwork weapons, unique or custom weaponry, including special ammo types such as Phosphorus, Armor Piercing and Dragon's Breath rounds.
Learn more about what specific Influences can get your character in the Influences Grid
Armor Rating Conceal Dex/Percep (if helmet) penalty Example
1 Jacket 0 Reinforced Clothing
2 Jacket 1 Armored T-shirt
3 Trench 1 Armored Vest
4 Trench 2 Flack Jacket
5 None 3 Riot Gear
Masterwork armor is the absolute rarest type of equipment. If you get 4 or more successes on a Wits + Armorsmithing roll, you may pick one category from Rating/Conceal/Penalty to improve one rank. Conceal on AR 5 cannot be improved. Dex/Percep penalties cannot drop below 0. Staff will most likely not approve masterwork armor for game balance reasons.