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Crafting Weapons and Armor

Page history last edited by TC STs 11 months, 1 week ago

Related Pages: Combat - Weapons & Armor Special Mechanics - Called Shots and Situational Modifiers - Specialized Combat Styles

 

The number of things that can be crafted in the World of Darkness is simply staggering, leaving things open to any number of different crafting abilities and the specializations that can go into them. In order to begin to craft an item, you first need to determine the crafts level of the item you want to create. To do this, you MUST have a number of points in the appropriate crafts ability equal or greater than that of the crafts level of the item you want to design. A list of the most common crafts abilities are listed below, along with a note on what these cover. If you do not see something you wish to craft specified, talk to the staff and we will help you find the appropriate ability, even if it means making a new one.

 

Note: If you want to mass produce an item by assembly, instead of crafting, STs will review this on a case by case basis. For example, if you wish to use a nail gun to make spiked baseball bats, using all prefabricated parts to work quickly instead of for quality.

 

Crafts: Metalworking
As the name suggests, this ability refers to making items out of metal, such as metal melee weapons and armor. This does NOT allow you to create mechanical devices like a car, but you can craft the individual metal pieces needed to put a car together. 

Crafts: Woodworking

As the name suggests, this ability refers to making items out of wood, such as wooden furniture, sculptures, or weaponry. Note that any melee weapons made of wood will have the additional negative trait “Fragile” added to their template.

Crafts: Stoneworking

As the name suggests, this ability refers to making items out of stone.

 

Crafts: Gunsmithing (includes Handloading automatically)
This is the crafts ability required for making firearms, as well as home-loaded ammunition.


Crafts: Bowyery (includes Fletcher automatically)
This is the crafts ability required for making and stringing bows. crossbows, and slingshots. This includes being skilled in making arrows, bolts, and balls for such weapons.

 

Crafts: Explosives

This is the crafts ability required for making explosive devices either for combat or for demolition purposes.

 

Crafts: Engineering

This is the crafts ability required for making electronic and mechanical devices.

 

Crafts: Tailoring

This is the crafts ability to make items (usually clothing) out of fabric or leather.

 

Crafts: Jewelry

This is the crafts ability required to make decorative, aesthetically pleasing items such as necklaces, bracelets, earrings and any other such items.

Crafts: Bodycrafting

Bodycrafting is the crafts ability required to make body art, such as tattoos or decorative scarification.


Crafting Time
 

Once you have determined the item you wish to make (both what it is and what crafts level it will be) and acquired the necessary materials needed to create it, you must spend a number of Major Downtime Actions equal to the crafts level of the item in question.

 

You can make 2 Crafts 1 Items in a single major downtime action. You can make a single Crafts 2 item in a single major downtime. For every additional level of crafts the item has, it takes an additional major downtime to create.

 

For every crafts level the item has you must make a Mental Challenge, with the retest being the applicable crafts ability. The difficulty starts at 6, but increases by 2 for each consecutive downtime dedicated to creating the same item. If any of the challenges fail, the crafting process stops and the item is locked in at the crafts level of the last remaining successful chop. Items cannot be improved after creation.

NOTE: While you may use ability retests for each challenge in the crafting process, additional retests for the purposes of crafting (such as those from gifts or fetishes) can only be used ONCE per item.


(Brunwulf Rune-Forge wishes to make a Crafts 4 Warhammer. He has Crafts: Metalworking 4, meaning it will take him three downtime actions total to craft the hammer, with a total of four challenges. With the first downtime action spent, Brunwulf gets to make 2 Crafts challenges right away, at difficulties 6 and 8. He succeeds them both, and gets to proceed to his second and third downtime actions, these requiring mental challenges at difficulty 10 and 12 respectively.)

 

There are several benefits for making items at higher crafts levels that make the time worthwhile. First, of course, is that most fetishes can only be made using an item with a crafts level equal or higher than the level of the Fetish. Therefore, to make a level 5 fetish, you usually need to have a crafts 5 item (there are SOME exceptions to this, but they are extremely rare). Secondly, the higher the crafts level item you make, the better it works. Weapons will hit harder. Armor will absorb more punishment. Cars will drive faster. The time and effort required to make an exceptionally well-crafted item is heavy… but the rewards can be great.

 

Finally, the STs may add additional time requirements for an item based on certain extenuating circumstances, such as working with a particularly difficult materiel, extreme complexity of the item, or crafting something particularly large like a car or a building. If this causes an item to take more major downtimes to craft than its crafts level, then the crafter does not have to make any challenges beyond that of the highest difficulty needed to make the item. 

(Brunwulf is using Crafts: Engineering to make a crafts 5 car. However, given the size of the project and his lack of a machine shop, the car will take 10 downtimes to finish. For the first five downtimes, Brunwulf makes a mental challenge at escalating difficulties (6, 8, 10, 12 and 14). After the fifth successful challenge, however, no further challenges are needed to complete the project. The hard part of construction is over – now it’s just a matter of putting everything together in the right place, by hand.)

 

Crafting Quality

At crafts levels 1 and 2, the items made are either basic at best or outright crude at worst. Decorative pieces with only 1 level of crafts have niche appeal at best, where weapons and other utility items will suffer from faults (in the form of a negative trait or other penalty determined by the ST) that reduces their value. Weapons may be more fragile. Armor may be heavier than it should be. Cars may not be able to handle well at more than 50 miles per hour. Computers may be glitchy and slow. They WORK, but there will be faults that will make them less than ideal.

 

At level 2, you get basic, run of the mill, factory-line equipment or decoration. Basic tattoos that are fine, but nothing special. Weapons that are exactly what you’d expect from any retailer. Just about anything you can acquire through mundane means will be at this crafts level, unless you go to exceptional lengths to find something truly custom and special. However, a vast majority of the time, if you want something done exceptionally well, you’re going to have to do it yourself. 

At crafts levels 3 and higher, the magic really starts to happen. For every level of crafts above 2 a weapon or piece of armor has, it gains a special quality from the lists below. Unless otherwise specified, each quality can only be selected once for the same item (so you cannot, for instance, make a crafts 5 sword that deals an additional 3 damage).

 

Making explosives works like making a weapon, with a few exceptions. A basic explosive device has a splash radius of 10 feet, provides no bonus traits and deals 1 Aggravated damage – representing a basic Molotov cocktail or similar. However, explosives gain additional qualities for EVERY level of crafts they have, including Crafts level 1. This makes Explosives have a much higher potential range of utility… at the expense of being one-use items and being dangerous to make. If you fail any of the mental challenges over the process of crafting the explosive, you must make botch chops. If you fail, the explosive detonates – dealing its damage to you and forcing you to start from scratch if you wish to try again.

Other utility and decorative items work a bit differently – for these items, they gain a special quality at crafts 3, and another at each odd-numbered crafts level they possess (a crafts 3 motorcycle will have 1 bonus, a crafts 5 necklace will have 2, a crafts 7 laptop will have 3, etc.) 

You can also forego a special quality to further reduce the crafting time of the item in question. You must still make the challenge for the level in question, just as if you were using an advanced workshop, but this further lets you front-load your mental challenges at the expense of doing something special.

(Brunwulf also has Crafts: Bodycrafting 5, and wishes to make a crafts 5 tattoo for a packmate that said packmate intends to use as a vector for a powerful fetish. Brunwulf wants to make this tattoo quickly, and  can speed up the process by not taking special qualities, as time is of the essence. He opts to add no special qualities to the tattoo, forsaking the ones he would get at crafts levels 3 and 5, thus reducing the number of downtimes the tattoo would take by 2. For the first downtime action, he makes his starting four challenges at difficulties 6, 8, 10, and 12, finishing with his second downtime action with a challenge against 14.)

 

All of an item’s special qualities must be determined AND approved by a Storyteller before any progress can be made on the item. They cannot be changed partway through the crafting process, or removed to speed things along.

 

Table:

 

Crafted Item Level
Downtime Actions Required
Weapon & Armor Boons Explosives** Boons (Not Ammo)
Utility/Novelty Items Difficulty* (Mental)
Rank 1
1 Downtime
Can produce 2 items; +1 Neg Trait +1 Special Quality - 6
Rank 2
1 Downtime
- +2 Special Qualities - 8
Rank 3
2 Downtimes
+1 Special Quality +3 Special Qualities +1 Special Quality 10
Rank 4
3 Downtimes
+2 Special Qualities +4 Special Qualities +1 Special Qualities 12
Rank 5
4 Downtimes
+3 Special Qualities +5 Special Qualities +2 Special Qualities 14
Rank 6/7/8
5/6/7 Downtimes
+4/5/6 Special Qualities +6/7/8 Special Qualities +2/3/3 Special Qualities 16/18/20

 

*Note: Difficulty is chopped on each Downtime for the rank that Downtime represents. A failed crafting chop locks the item at the previously successful craft attempt. You retain the item but at a lower quality than desired. The appropriate Craft-Ability Retest is applicable once on each Downtime, but a retest from a Fetish, Gift, Merit, Pact Tactics, or other source can only be used once per item.

**Note: Explosive weapons are 1-time use with the risk to Botch. A failed craft faces 2 simple chops; a failed Botch chop detonates the crafting, destroying all progress.

 

Ammunition - Type
1 Downtime of Production vs. Difficulty of 12 Mental
Other Requirement
Arrows/Bolts/Slingshot - Standard
5 units * Bowyery Craft Level

-

Arrows/Bolts/Slingshot - Special
2 units * Bowyery Craft Level -
Arrows/Bolts/Slingshot - Explosive** 2 units * Lower of Bowyery and Explosives Craft Ability: Demolitions
Bullets - Standard
10 units * Gunsmithing Craft Level
-
Bullets - Special
5 units * Gunsmithing Craft Level -
Bullets - Explosive** 5 units * Lower of Gunsmithing and Explosives Craft Ability: Demolitions
Propelled Grenade**
1 unit * Lower of Gunsmithing and Explosive Craft Ability: Demolitions

 

Reminder: Unless otherwise specified, each quality can only be selected once for the same item.

 

Melee Weapon Special Qualities

Extra Damage: +1 damage of the appropriate type

Extra Trait: +1 Bonus Trait when using the weapon
Unique Composition: May utilize a unique material appropriate to the craft in question (Silver, Gold or Cold Iron for Metalworking, Obsidian for Stoneworking, etc.) in a way that will bestow that material’s special qualities to the item. This is subject to Storyteller Discretion, and does not provide special access to the materiel in question.
Temper: Remove a negative trait from the base item. This may be taken multiple times, and can remove all negative traits from even large items.
Add Ability: Can add an weapon ability from the following list: Destroy Shield, Gutting Hook, Speed, Staking, and Versatile. This may be taken multiple times, with a new ability for each time taken. The weapon must have the appropriate prerequisites for these abilities. Staking can only be added to weapons made with Crafts: Woodworking. (See Weapon and Armor Special Mechanics)
Balance: This can only be applied to a weapon with the Two-Hand Requirement ability. This weapon may be wielded in one hand by a Garou in Crinos form.
Mastercraft: Provides a +2 bonus to a Ritemaster for the challenges necessary to perform Rite of the Fetish.

 

Firearm Special Qualities

Extra Damage: +1 damage of the appropriate type

Extra Trait: +1 Bonus Trait when using the weapon
Hone: Remove a negative trait from the base item. This may be taken multiple times, and can remove all negative traits from even large items.
Auto-Rangefinder: Doubles the effective range of the firearm.
Extended Magazine: Doubles the ammunition capacity of the firearm.

Add Ability: Can add an weapon ability from the following list: Belt-Fed, Full-Auto,High-Caliber, Mass Trauma, Spray, Versatile. This may be taken multiple times, with a new ability for each time taken. The weapon must have the appropriate prerequisites for these abilities. (See Weapon and Armor Special Mechanics)
Combined Arms: This can only be applied to a weapon with the Two-Handed Requirement ability. The weapon has an attached Grenade Launcher, Stake Thrower, Flame Thrower, or Dagger. The additional weapon cannot be used in the same action as the main weapon’s function, and cannot benefit from any of the main weapon’s Special Qualities.  Any Clumsy or Heavy traits inflicted by the attached weapon apply to the main weapon as well, in addition to any it already possessed. The weapon has the worse concealability rating of the two weapons. (A shotgun with a Grenade Launcher would have a conceal rating of none per the writeup for a grenade launcher, while a shotgun with a Dagger would retain its conceal rating of Trenchcoat.)

Recoil Control: This can only be applied to a weapon with the Two-Hand Requirement and Versatile abilities. This weapon may be wielded in one hand by a Garou in Crinos form
Mastercraft: Provides a +2 bonus to a Ritemaster for the challenges necessary to perform Rite of the Fetish.


Bow Special Qualities

Extra Damage: +1 damage of the appropriate type

Extra Trait: +1 Bonus Trait when using the weapon
Hone: Remove a negative trait from the base item. This may be taken multiple times, and can remove all negative traits from even large items.

Repeater: This quality can only be applied to a crossbow. The crossbow now has a 10-shot clip. An action must be taken to reload the crossbow, but the crossbow gains the Spray ability.
Heavy Repeater: This quality can only be applied to a crossbow with the repeater quality. The Crossbow now has a 20-shot clip, gains an additional “Heavy” negative trait, and gains the Full-Auto ability.
Spear-Tip: This quality cannot be applied to a crossbow. If pressed, the Bow can also function as a melee weapon that provides +2 Bonus Traits and deals 2 Lethal damage. The traits and damage from this add-on cannot be improved by crafting.
Reinforced: The Bow is crafted in a way that it will not break under even Crinos strength. This does not allow the wielder to bid strength traits on archery challenges.

Collapsible: Reduce the Concealability Rating of the bow by one step.

Heavy Draw: The weapon gains the High-Caliber ability.
Long Pull: Double the effective range of the bow.

Mastercraft: Provides a +2 bonus to a Ritemaster for the challenges necessary to perform Rite of the Fetish.

 

NOTE – Ammunition Crafting

Special ammunition for Firearms and Bows falls under the Firearms and Bowyery craft abilities. However, no special qualities can be applied to these items. To craft special ammunition, you must spend a major downtime action and make a mental challenge against 12 traits. If you succeed, you make either 10 standard bullets, 5 standard arrows, 5 special bullets, or 2 special arrows per level in the appropriate crafts ability on your sheet. For instance, a character with Crafts: Bowyery 5 could either make 25 normal or 10 armor-piercing arrows in an action, while a character with Crafts: Gunsmithing 4 could make 40 normal bullets or 20 Incendiary bullets in an action. 

Explosive ammunition may also be made, such as rocket-propelled grenades or explosive arrows. However, to do this you also need the Demolitions ability, and the amount of explosive ammunition you can make is determined by lower between Crafts: Explosives and your other appropriate crafts. For example, if you have Crafts: Bowyery 4 but only Crafts: Explosives 2, you can only make 4 Explosive Arrows in a downtime. Rocket Propelled grenades or 40mm grenade ammunition are crafted at a rate of 1 per point in the lower of Crafts: Gunsmithing and Crafts: Explosives per downtime spent.

 

Armor/Shield Special Qualities

Extra Armor Level: This quality can only be applied to armor. The item provides an additional level of armor. 
Refine: Remove a negative trait from the base item. This may be taken multiple times, and can remove all negative traits from even large items.
Ballistic Weave: If the base item does not normally protect against firearms attacks, it now does.
Hardened Plating: If the base item does not normally protect against melee attacks, it now does.
Heavy Reinforcement: The armor provides a +1 Bonus on soaking challenges against attacks it protects against. This may be taken a number of times equal to the number of armor levels the item has. This can be applied to Shields, but only once.

Subtle: This can only be applied to armor. Reduce the concealability rating of the armor by one step.
Spiked/Bladed: This can only be applied to a Shield. The Shield can now be used to attack as well as defend, providing bonus traits to attack equal to its defensive bonus and dealing 2 lethal damage.

Impenetrable: The armor gains the additional negative trait “Heavy”, but ignores the “Armor Piercing” or “Shield-Breaker” effect of weapons that target the wearer.
Special Insulation: Choose a specific type of damage (unarmed attacks, melee weapons, ballistic weapons, fire, electricity, etc.). When soaking mundane attacks of that type (i.e. not supernaturally enhanced, such as balefire, a fetish weapon, or a Crinos claw), the armor provides an additional +2 bonus traits. This may be taken a number of times equal to the number of armor levels the item has, but must protect against a different type of damage each time.

Expanding: Can only be applied to Armor. If the armor is crafted for Homid or Glabro form, it will stretch in order to fit either form effectively.
Barding: The armor is designed in a way to fit a nonhuman, including a Lupus, a Hispo, or a Crinos.
Mastercraft: Provides a +2 bonus to a Ritemaster for the challenges necessary to perform Rite of the Fetish.

 

Explosives Special Qualities

Extra Damage: +1 aggravated damage. This quality can be applied up to three times.

Extra Traits: +2 Bonus Traits when using the explosive. This quality can be applied twice.
High Pressure: Increases the blast radius of the explosive by 20 feet. This quality can be applied any number of times.
Timed Explosion: This quality allows the crafter to add a special detonation trigger, be it a timer, a remote switch, a tripwire, or a pressure plate.
Shaped Charge: Allows the blast radius to be altered so that there are “safe zones” within the space that would otherwise be caught in the explosion.
Special Charge: This quality changes the nature of the explosion by altering its contents, restricted by the crafter’s access to the materiel in question. Examples include silver shrapnel to deal extra damage to those vulnerable to the metal, white phosphorous to deal extra damage to those vulnerable to fire, or making the explosive release poisonous gas.
Demolition Charge: Explosives with this quality deal triple damage to inanimate objects.


Utility/Decorative Item Special Qualities
 

Qualities for these items tend to be much harder to define, given the extreme range and breadth of what this type of crafting can generally cover. Below are a list of examples or ideas, but we encourage players to come up with creative new qualities to give their creations. Such custom qualities are subject to Storyteller Approval.

 

Concealable: Reduce the concealability of the item by one step. Cannot be applied to vehicles.

Expertly Made: The item provides a +1 trait bonus when being used for its intended purpose.

Specialty: Choose a specific task that the item can perform, but must be narrower than the full capability for the item (i.e. Hacking for a computer or Precision Maneuvers for a motorcycle.) While performing that task, the user gains a +2 trait bonus. This stacks with the Expertly Made quality.

Fast: This can only be applied to vehicles. Increase the vehicles maximum speed by 50%.

Disguised: The item is disguised to be something other than what it is, and this cannot be determined save by careful examination. The item it is disguised as must be at least as large or larger than what the item actually is. Examples include disguising a laptop as a suitcase, a wipe device as a tube of lipstick, or a small pistol as an umbrella. Weapons disguised as mundane items are always considered crafts 2 versions of a base item, regardless of the crafting ability of the designer.

Hidden features: Who doesn’t want a James Bond car? This quality lets you add a hidden feature to a vehicle, such as a hidden weapon, armor plating, or rotating license plates. The exact effect is up to storyteller approval, taking the restrictions of the vehicle in question into account.

Mastercraft: Provides a +2 bonus to a Ritemaster for the challenges necessary to perform Rite of the Fetish.

 

Weapons

As a werewolf, you are a living weapon; with shapeshifting, claws, and teeth, you deal out fearsome damage in your own right. But the right weapon gives you an extra edge, adding a bonus to your Traits during Challenges to attack enemies. Weapons modify the type and amount of damage you do, and some confer other unique advantages. On the downside, however, weapons usually endow you with Negative Traits in combat as well.

 

Use the Melee Ability to retest Physical Challenges you make using weapons like knives, swords and clubs. Use the Firearms Ability to retest Challenges you make with guns, and the Archery Ability to retest those you make with bows. The Firearms and Archery abilities both also enable you to bid Mental Traits instead of Physical Traits when attacking an opponent at range.

 

The weapon descriptions below includes the following:

  • Bonus Traits: When your action employs the weapon, you add this number to your Traits when you compare for ties and overbids.
  • Negative Traits: Any Negative Traits that can be used against you while you wield the weapon.  
  • Damage: The amount and type of damage the weapon deals upon a successful hit.
  • Concealability: Indicates how difficult it is to hide that you are carrying this item.  
  • Crafts Required: These are the abilities needed to craft this item.  If you purchase the item, these are not important to note.
  • Special Abilities: Various other special features of the weapon. Definitions page: Weapon and Armor Special Mechanics

 

To prevent misunderstandings and injuries, players represent weapons with Item Cards -- not physical props.

 

Melee Weapons

This is a limited list. Other types of weapons can be written up upon request.

 

Knife/Dagger

  • Traits: +1
  • Negative Traits: Short
  • Concealability: Pocket
  • Damage: One Lethal
  • Special Abilities: Gutting Hook (optional)

 

Wooden Stake

  • Traits: +2
  • Negative Traits: Short
  • Concealability: Sleeve
  • Damage: One Lethal
  • Special Abilities: Staking, Versatile

 

Club

  • Traits: +2
  • Negative Traits: Clumsy
  • Concealability: Jacket
  • Damage: One Bashing
  • Special Abilities: Versatile

 

Torch

  • Traits: +2
  • Negative Traits: Clumsy
  • Concealability: Jacket
  • Damage: One bashing unlit
  • Special Abilities: Incendiary when lit, Versatile

 

Mace

  • Traits: +2
  • Negative Traits: Clumsy
  • Concealability: Jacket
  • Damage: One bashing
  • Special Abilities: Versatile

 

Small Axe

  • Traits: +2
  • Negative Traits: Clumsy
  • Concealability: Jacket
  • Damage: One lethal
  • Special Abilities: Destroy Shield, Versatile

 

Shortsword

  • Traits: +2
  • Negative Traits: Short
  • Concealability: Jacket
  • Damage: One Lethal
  • Special Abilities: Versatile

 

Fencing Blade

  • Traits: +3
  • Negative Traits: Fragile
  • Concealability: Trenchcoat
  • Damage: One lethal
  • Special Ability: Speed

 

Electric Cattle Prod

  • Traits: +2
  • Negative Traits: -
  • Concealability: Jacket
  • Damage: Two Bashing
  • Special Ability: Target gains a physical Negative Trait "Stunned" on a successful hit.
  • Notice: Melee Special Qualities may change this from Bashing to Lethal with Fragile negative trait as a side-effect.

 

Morning Star

  • Traits: +3
  • Negative Traits: Clumsy
  • Concealability: Trenchcoat
  • Damage: Two Bashing
  • Special Ability: Versatile

 

Spear/Staff/Trident

  • Traits: +3
  • Negative Traits: Heavy
  • Concealability: None
  • Damage: [Spear/Pitchfork] Two Lethal, [Staff] Two Bashing
  • Special Ability: Two-hand Requirement, Versatile, Staking (if wooden tipped and sharpened)

 

Broadsword/Longsword

  • Traits: +3
  • Negative Traits: Heavy
  • Concealability: Trenchcoat
  • Damage: Two Lethal
  • Special Ability: Versatile

 

Battle-Axe

  • Traits: +3
  • Negative Traits: Heavy, Clumsy
  • Concealability: None
  • Damage: Two Lethal
  • Special Ability: Destroy Shield, Two-hand Requirement, Versatile

 

Lance

  • Traits: +3
  • Negative Traits: Heavy, Slow
  • Concealability: None
  • Damage: Three Lethal
  • Special Ability: Versatile, Staking (if wooden tipped and sharpened)

 

Greatsword/Polearm/Scythe

  • Traits: +4
  • Negative Traits: Clumsy, Heavy
  • Concealability: None
  • Damage: Two Lethal
  • Special Ability: Two-hand Requirement, Versatile

 

Throwing Weapons

This is a limited list. Other types of weapons can be written up upon request.

 

Thrown Dagger

  • Traits: +1
  • Negative Traits: Clumsy
  • Concealability: Pocket
  • Damage: One Lethal
  • Special Ability: Versatile

 

Paint Popper:

  • +2 Traits
  • Negative Traits: Clumsy
  • Concealability: Pocket
  • Damage: One Bashing 
  • Special: Spray (Color Paint), Versatile
  • Notes: Explosive designed to coat an area with paint, such as to coat cameras or taint evidence. 

 

Thrown Small Axe

  • Traits: +2
  • Negative Traits: Clumsy, Heavy
  • Concealability: Jacket
  • Damage: One Lethal
  • Special Ability: Versatile

 

Thrown Spear

  • Traits: +3
  • Negative Traits: Clumsy, Heavy
  • Concealability: Jacket
  • Damage: One Lethal
  • Special Ability: Versatile, Staking (if wooden tipped & sharpened)

 

Bows and Firearms

This is a limited list. Other types of weapons can be written up upon request.

 

Crossbow

  • Traits: +2
  • Negative Traits: Heavy, Slow
  • Concealability: None
  • Damage: Two Lethal
  • Special Ability: Staking (if wooden), Destroy Shield, Two-Hand Requirement

 

Shortbow

  • Traits: +2
  • Negative Traits: Fragile
  • Concealability: Trenchcoat
  • Damage: One Lethal
  • Special Ability: Staking (if wooden), Two-Hand Requirement

 

Compound Bow/Longbow

  • Traits: +3
  • Negative Traits: Fragile, Heavy
  • Concealability: None
  • Damage: Two Lethal
  • Special Ability: Staking (if Wooden), Destroy Shield, Two-Hand Requirement

 

Black Powder Muzzle Loader

  • Traits: +1
  • Negative Traits: Loud, Heavy
  • Concealability: None
  • Damage: Two Lethal
  • Special Ability: Two-Hand Requirement, must spend one action reloading after each shot

 

Pistol

  • Traits: +2
  • Negative Traits: Loud
  • Concealability: Pocket
  • Damage: Two Lethal
  • Special Ability:

 

Heavy Pistol

  • Traits: +2
  • Negative Traits: Loud x2
  • Concealability: Jacket
  • Damage: Two Lethal
  • Special Ability: High-Caliber

 

Stun Gun

  • Traits: +2
  • Negative Traits: -
  • Concealability: Pocket
  • Damage: Two Bashing
  • Special Ability: Target gains a physical Negative Trait "Stunned" on a successful hit.
  • Restriction: Cannot take the "Added Ability" Special Quality due to being a non-lethal weapon template.

 

Submachine Gun

  • Traits: +2
  • Negative Traits: Loud x2
  • Concealability: Jacket
  • Damage: Two Lethal
  • Special Ability: Spray, Full-Auto

 

Rifles

  • Traits: +3
  • Negative Traits: Loud x2
  • Concealability: None
  • Damage: Two Lethal
  • Special Ability: Two-Hand Requirement

 

Shotgun

  • Traits: +3
  • Negative Traits: Loud x2
  • Concealability: Trenchcoat 
  • Damage: Two Lethal
  • Special Ability: Mass-Trauma, Spray, Two-hand Requirement

 

Sniper Rifle

  • Traits: +3
  • Negative Traits: Loud
  • Concealability: None
  • Damage: Two Lethal
  • Special Ability: High-Caliber, Two-hand Requirement

 

Assault Rifle

  • Traits: +3
  • Negative Traits: Loud x2
  • Concealability: None
  • Damage: Two Lethal 
  • Special Ability: Spray, Full-Auto, Two-hand Requirement

 

Combat Shotgun

  • Traits: +3
  • Negative Traits: Loud x2
  • Concealability: None
  • Damage: Two Lethal
  • Special Ability: Full-Auto, Mass Trauma, Spray, Two-hand Requirement

 

Flame Thrower

  • Traits: 0
  • Negative Traits: Clumsy, Hot, Heavy
  • Concealability: None
  • Damage: 2 Aggravated
  • Special Ability: Incendiary, Spray, Two-Hand Requirement, Versatile

 

Stake Thrower

  • Traits: +2
  • Negative Traits: Loud
  • Concealability: Trenchcoat
  • Damage: Two Lethal
  • Special Ability: Staking

 

RPG (Rocket Propelled Grenade)

  • Traits: +1
  • Negative Traits: Loud, Heavy, Clumsy
  • Concealability: No
  • Damage: 3 Agg 
  • Special Ability: Splash, Versatile

 

Armor

Armor provides its own Health Levels that you mark off its Item Card first when you take damage. When all its Health Levels have been marked off, the armor is too damaged to provide any further benefit. Some armors offer only protection against damage from certain sources, such as firearms or melee weapons.

 

Werewolves have difficulty making use of armor -- shapeshifting doesn't work well with it. Armor can be bound to a Garou with the Rite of Talisman Dedication, but it provides no protection when it disappears into the Garou's spirit during Crinos, Hispo and Lupus forms.

 

The armor descriptions below includes the following:

  • Health Levels: These are the number of health levels it posses, and is how much damage it can absorb before it is destroyed.
  • Negative Traits: Any Negative Traits that can be used against you while you have the armor equipped.  
  • Concealability: Indicates how difficult it is to hide that you are carrying this item. 
  • Crafts Required: These are the abilities needed to craft this item.  If you purchase the item, these are not important to note.
  • Special Abilities: Various other special features of the weapon.

 

Armor Types

There are three types of armor: Skin (an effect that strengthens your body), Apparel (armor you wear), and Barrier (a mystical barrier like Luna's Armor). You may have only one effect of each type in place at one time. All mundane armor listed here has the type Apparel, which means you can't wear Chain Mail under a Riot Suit for extra protection -- only one of the two effects will apply, and the other is ignored.

 

Light Armor

  • Health Levels: 1
  • Negative Traits: None
  • Concealability: Can be made to look like normal clothing
  • Special: Does not protect against Firearms Attacks

 

Chain Mail

  • Health Levels: 2
  • Negative Traits: Heavy
  • Concealability: Trenchcoat
  • Special: Does not protect against Firearms Attacks

 

Plate Mail

  • Health Levels: 3
  • Negative Traits: Heavy, Clumsy
  • Concealability: None
  • Special: Does not protect against Firearms Attacks

 

Ballistic Vest

  • Health Levels: 2
  • Negative Traits: None
  • Concealability: Can be worn under clothing, or made to look like normal clothing
  • Special: Does not protect against melee weapons

 

Reinforced Vest

  • Health Levels: 2
  • Negative Traits: Heavy 
  • Crafts Required: Armorsmithing, & Tailoring

 

Riot Suit

  • Health Levels: 3
  • Negative Traits: Heavy, Clumsy
  • Concealability: None

 

Shields

This is a limited list. Other types of weapons can be written up upon request.

 

Small Shield

  • Bonus Traits: +1
  • Negative Traits: None
  • Concealability: Jacket
  • Special: Does not protect against ranged weapons, Versatile

 

Large Shield

  • Bonus Traits: +2
  • Negative Traits: Heavy
  • Concealability: None
  • Special: Does not protect against weapons with the Spray quality or Firearms, Versatile

 

Body Shield

  • Bonus Traits: +2
  • Negative Traits: Clumsy, Heavy
  • Concealability: None
  • Special: Does not protect against weapons with the Spray quality, Versatile

 

Riot Shield

  • Bonus Traits: +2
  • Negative Traits: Clumsy, Heavy
  • Concealability: Nones
  • Special: Versatile

 

Unique Tools

 

Wipe Device

  • USB port Kill Drive
  • Runs Automatically 
  • Tool tests 9 traits vs Computer security rating
  • Retest: Computer or Security
  • Attempts to infect & wipe the target device
  • Ineffective against Supernatural devices 
 

 

Currently:  A 30ft long section of wall is 5ft and perfectly set with the sides tapering down to guide build-up of the wall all the way around. At this point, the wall is a consistent 3.5 ft. minimal around all of the Sept except for a natural break at the St. Croix. What has been built is sturdy, so sturdy in fact, that pattern spiders are copying it stone for stone in the umbra. Any unskilled labor to continue the wall, however, will be fruitless. Also, the wall lacks doors or archways to allow passing through (STs have not been told if there is a plan to have access ways through the wall).

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