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Suicidesoldier#1
Captain

Fanatical Zealot

PostPosted: Fri Dec 24, 2010 8:42 pm


Armory


**: It should be noted that most weapons rolls are calculated by taking the base stats of the roll and combing it with the weapons damage to get the number of dice rolled. Conversely, a person or Story Teller may choose to add the weapon's damage as to successes to the original number of successes should the weapon's roll with the base stats succeed. It should also be noted that long range weapons (with projectiles) require Firearms + Dexterity and normal weapons require Weaponry + Dexterity or Strength.





Basic Weapons


Melee

  • Pipe: 2 Bashing
  • Base-ball Bat: 3 Bashing
  • Brass Knuckles: 1 Bashing (Plus Brawling and Strength)
  • Small Hammer (Tool): 2 Bashing
  • Battle Hammer: 4 Bashing
  • Heavy Object or Tool: Objects Size in Bashing
  • Knife: 2 Lethal
  • Dagger: 3 Lethal
  • Sword: 3-4 Lethal
  • Axe: 3 Lethal
  • Battle-Axe: 4 Lethal
  • Shiv (Shank): Objects size in Lethal



Firearms


  • Airsoft Gun- 0 Bashing, Range: 12/25/50 (Yards)
  • Slingshot- 0 Bashing, Range: 6/12/25
  • Heavy Slingshot- 1 Bashing, Range: 12/25/50
  • Paintball Gun- 1 Bashing, Range: 12/25/50
  • BB Gun- 2 Bashing, Range: 12/25/50
  • Pellet Gun- 1 Lethal, Range: 25/50/100
  • Bow and Arrow- Size (of Bow) + Strength + Firearms (or weapons)
  • Pistol- 2 Lethal Range: 25/50/100
  • Small or Plinking Rifle- 1 Lethal, Range: 50/100/200
  • Large Hunting Rifle- 4 Lethal, Range: 250/500/1000
  • Shotgun- 4 Lethal, Range 50/100/200 (Re-roll 9's)
  • Large Game Hunting Rifle- 5 Lethal, Range: 250/500/1000 (2 Bashing if weapon isn't rested)
  • Assault Rifle- 4 Lethal, Range 150/300/600
  • Sniper Rifle- 4 Lethal, Range 300/600/1200
  • .50 cal or "Heavy" Sniper Rifle- 5 Lethal, Range 500/1000/2000 (3 Bashing if the weapon isn't rested on something)






Specific Weapons

As a general synopsis, there are a lot of weapons out there. Their base mechanics, special abilities, and different kinds of applications are nearly limitless, and described more in depth by the world of Darkness Armory Rulebooks. While I have listed basic weapons and their attributes, I have figured that listing specific weapons would be time consuming, space consuming, and a little redundant considering that an entire book exists detailing all the information. Besides, it would be an abridged version at best, as this serves to be a general reminder and guide for basic armory and weaponry information. As a general note, when designing/detailing/adding a weapon to your list in gameplay, information and parameters of information to specifically include are as listed below- however, they are not limited to the following criteria, and may contain special powers or abilities relevant to their design, creation, or exploitation.



Basic Weapon Parameter Criteria


Weapon Name:
Weapon Type:
Damage:
Range(s):
Capacity:
Strength:
Size:
Cost:

Special Information:




An example being-


Weapon Name: Katar
Weapon Type: Bladed Melee
Damage: 3 Lethal
Range(s): Melee
Capacity: N/A
Strength: 2
Size: 2
Cost: 3

Special Information: The Katar is a bladed weapon which is positioned on the fist. It carriers a large triangular double edged blade, that can open up into three separate blades via some switch mechanism (usually a mechanical system). The weapon, being on the fist as it is, when not opened up into it's three separate blade configuration, may allow the user to roll their Brawl + Strength + Weapon damage (3L) instead of Weapons + Dexterity + Weapon Damage (3L), as the weapon is positioned on the fist and the action is preformed in a punching motion. Damage done by rolling Brawl + Strength + Weapon (3L) is lethal.
PostPosted: Fri Dec 24, 2010 8:43 pm


Detailed Information


Materials

Most melee weapons are steel, such as swords, knives and chains. Wood might be a part of a weapon’s handle or comprise the heads of some clubs or batons. Because these materials provide the default composition for the majority of mundane weapons, steel and wood aren’t mentioned below in regard to any variation. What follows is a list of unusual materials from which some rare weapons are made.

Bone
Bone (and similarly ivory) is not used in weapon-making very often — and hasn’t been for about the last 8,000 years. However, some native populations in the last few centuries still make weapons (knives, ax heads, clubs) from bone. Some Aboriginal artists from Australia craft clubs from old bones, and the Inuit make traditional ceremonial weapons from narwhale ivory. Of course, some lesser-known groups use bone when crafting weapons as well. A few cults adhering to strange, hidden faiths use such weapons as sacrificial tools, reportedly using these implements in ritual murders: bone knives to slit throats and remove parts, bone clubs to crush heads, bone spear-tips to puncture hearts. Once in a while, one of these weapons is left behind (either as a mistake or a taunt) by such grisly ritualists. In such cases, the bone, while bloody, is often painted or etched in designs that do not match with any extant or known civilization. For the authorities and the public, such clues remain puzzles. Regardless of who uses them, bone weapons provide some advantages and disadvantages. On the plus side, bone is tough. It’s difficult to break, and should be considered to have a Durability on par with iron (i.e., Durability 3). On the other hand, bone is awkward to use. In cutting weapons, it doesn’t hold an edge and cannot easily be sharpened. In blunt weapons, bone tends to be difficult to shape into effective damage-bringing configurations, and the hilts can be awkward. As such, bone weapons are at a constant –1 penalty to use.

Bronze
Bronze is an alloy (mostly copper and tin) that tends to be tougher than brass. Once upon a time, bronze was believed to be tougher than iron as well, until the world learned how to make steeled iron. Bronze has a brassy, golden sheen and was once used to make weapons (mostly edged, though some smiths made blunted bronze weapons). Mostly, bronze weapons are the domain of ancient history. The Bronze Age, about 5,000 years ago, saw a proliferation of such weapons from ancient Greece, China and Egypt Many such creations were art as much as functional weapons: elaborately constructed daggers, scimitars with blades shaped like lightning, ax-heads etched with images of conquering armies. Today, some collectors consider such artifacts to be significant finds, and will pay a lot for them. A few such collectors believe that these weapons are powerful because most of them have long been entombed with a number of emperors, kings and pharaohs. Such proximity to the ghosts of primeval royalty has, if the tales are to be believed, imbued the bronzed weapons with some manner of unknown power. Though few people trust in such legends, they are not necessarily untrue. Ultimately, bronze weapons are hard to find. Some vanity artisans still forge them, but rarely are the products made to be functional; historical bronze weapons are items of great antiquity, with a price tag acceptable only to those with the deepest pockets. Modern bronze weapons will have +1 to their Cost requirements (i.e., a knife that would normally be Cost •• will be Cost ••• if made of bronze). Historical bronze weaponry, however, is almost universally Cost ••••• (if not
off the charts) due to the objects’ rarity and historical value. Bronze weapons hold a fine edge. Therefore, historical bronze weapons don’t suffer a penalty to their Durability. However, bronze is also a softer metal. While still tough, steel weapons will slice bronze in twain. Bronze items are on par with aluminum, and should be considered to have a Durability 2.

Folded Steel
Few weapons are reinforced with folded steel. First, the process is difficult. Second, it’s expensive, and seeing as how close-combat weaponry isn’t really practical in this modern age, few choose to bump up the costs on something that will likely just be hung on a wall. Normal bladed weapons are crafted with a single layer of steel. Folded steel (also called reinforced, or “Damascus” steel) involves pattern welding alternating layers of hard and soft steel. Doing so grants the blade a nearly preternatural toughness. (Attempting to recreate this effect on one’s own requires a minimum of Crafts 3 and similarly requires the appropriate tools such as a forge, anvil, tong and other devices.) Many Asian craftsmen still forge their weapons with this process. Japanese weapons, in particular, traditionally use the “folded steel” technique. Some masters of the craft are able to fold the steel 15 or 20 times, thus creating a blade with sharp, hard steel but a softer core (to grant it greater flexibility and to stop it from snapping in twain). Note that not all Asian weapons are made with this process. In fact, few are. Buying a katana off eBay does not guarantee that the item is of appropriate composition. Most such items are mass-produced
knock-offs. Folded steel is generally not the domain of mass production, and requires delicate attention and training. Depending on the quality of the steel and the number of folds, folded steel may count as layers of reinforcement. Per p. 135 of the World of Darkness Rulebook, each layer of reinforcement grants +1 Durability, to a maximum of +3 for masterpieces with 20 folds or more. A good rule of thumb is that each layer of reinforcement also adds +1 to the weapon’s Cost, to a maximum of Cost •••••. Keep in mind that many such items are without Cost at all, meaning
that mere Resources alone cannot purchase them.

True Damascus Steel?
Some believe that the art of crafting true Damascus steel has been lost. These naysayers believe that such particularly tough blades are more than just folded steel or high-carbon amalgams. Many people believe that genuine Damascus blades are made using
diamond dust. Modern smiths find that diamond dust does little to the blade, as the diamond pieces simply dissolve into carbon and serve no special function. However, is it possible that diamond dust was a powerful addition to a blade’s composition but only when crafted by a potent master? Does diamond dust grant the blade additional Durability and an edge that can cut through bone as easily as an eyelash? If it’s true, these weapons are not the domain of normal men. True Damascus steel is then the province of dark magic. The blades are said to be supernaturally crafted, forged in magical fire and cooled in blood. Some say that these weapons are not only magical, but nearly alive, gleaming with hunger like a wolf’s eyes.

Obsidian
Obsidian is the result of hardened lava, generally flowing from a volcano, creating a type of glass that a number of native groups used in their weapons. When one applies light pressure to the stone, it chips away and fragments into a very sharp edge. Generally, indigenous peoples craft the stone into knives or swords (using other natural items like antlers, horns or wood for handles). Some use them as arrow-tips, as well. The stone is generally a deep shade of black, though some obsidian is red or brown, depending on what other materials (like hematite or oxides) were present when the lava hardened. Obsidian is light and features a dire edge. Any weapon made of obsidian grants the wielder a +2 to
attack. Like glass, obsidian can slice through soft materials (like flesh) as if they were little more than air. Unfortunately, obsidian is also notoriously brittle. This is reflected in the material’s Durability of 1, as obsidian is only as strong as thick glass. In addition, if using the optional blade sharpening rule below, obsidian weapons
can’t benefit, as attempts to sharpen these weapons further merely chip the material away. Weapons of obsidian aren’t easy to find. Most of them are in museums, though anyone can attempt to craft an obsidian blade using a Dexterity + Crafts roll (but pressing the rock against any hard surface will cause it to flake and break).

Silver
Silver is a soft metal. Blades made of silver are less effective than those of steel. Because of this, silver weapons inflict a –1 modifier to attack, and only have a Durability 2, as opposed to steel, which has a Durability of 3 or more. Of course, silver weapons are of particular use against Lupines. The metal burns their flesh as the silver injures, doing far greater damage than it perhaps should. This damage is aggravated, and does not heal with the speed to which werewolves are normally accustomed.


Blade Sharpening
Anything with an edge can be sharpened. Whether it’s a paring knife or a b*****d sword, it can be made to fillet fish, cut paper in two and sink deeper in a foe’s flesh. In this case, assume that the statistics below for all edged weapons are for weapons in a normal, moderately sharpened state. Meaning, as an optional rule, they can be sharpened further. Storytellers, determine whether you wish to allow blade sharpening in your chronicle. If you do, it’s only fair to allow certain antagonists to avail themselves of it, as well. An edged weapon cannot be given more than a +1 bonus through sharpening. A blade can become only so sharp — it’ll never be
able to split tank barrels in half or splice water molecules. However, the better the sharpening device, the longer the edge will
hold. For every point of Cost incurred in purchasing the sharpening device, assume that the blade maintains its improved edge for five points of damage inflicted by the weapon. So, a whetstone (Cost •) would allow a knife to maintain its better edge (+1 to attack) until the knife has caused five points of damage on an opponent or
object. A nice kitchen knife sharpener (Cost ••) would grant 10 points of damage with the bonus, and an industrial grinder with
diamond abrasives (Cost •••) will allow for 15 points of damage until the blade loses its superior edge.

Crafts: Any character who possesses more than one point in Crafts probably knows how to hit things. Carpenters know how to hit a nail with a hammer, farmers know how to thresh wheat or corn with a scythe and plumbers know how to swing a wrench at an errant pipe. It’s a good bet that a minimal Crafts score might segue into a minimal Weaponry score. Players with characters that have any points in Crafts may want to consider also purchasing a point or two in Weaponry.

Self-Defense Class: Few self-defense classes delve deeply into actual combat. They range anywhere from one to five sessions, and don’t usually train students in any kind of martial ability. It’s all about escaping conflict with yourself and keeping your possessions safe. Characters who train in a self-defense class may learn how to wield a stungun or a baton, and probably learn how to hit an assailant with a purse, a set of keys or any other mundane object.

Police Academy: Beat cops don’t know how to riposte with a rapier or choke an opponent with a chain weapon, but they learn how to swing a nightstick. In many criminal apprehensions, deadly force isn’t required, but some force is. Cops learn how to put the nightstick and flashlight to good use in disabling resisting suspects.

Basic Training: Normal military training doesn’t spend a lot of time on melee weapons, but cadets still learn the essentials. They learn how to strike with knives, batons and even the ends of their firearms.





Firearms Mechanics

Marksmanship in Combat


Human physiology has evolved to react a certain way to immediate physical danger. Blood vessels in the arms and legs constrict, reducing blood flow in expectation of imminent injury to the extremities. Blood sugar levels rise, resulting in stronger and faster movement. Blood pressure and rate of respiration increase while vision and consciousness focus on the immediate threat. Unfortunately for a shooter in a combat situation, all of these factors occur at the expense of the judgment, situational awareness and fine motor control, which are critical to accurate shooting. An Olympic-caliber marksman who finds her life threatened for the first time is fortunate if she can put one in 10 shots into her intended target. The best way for a shooter to prepare for a gunfight isto train until she’s developed the muscle memory necessary to carry her through violence without conscious thought. Militaries and law enforcement agencies have long been aware of the difference between safe, calm target practice and the chaos of actual combat, and they train their personnel relentlessly to ensure their survival. The core of this training is reflexive aim for the target’s center of mass. “Called shots” and “shooting to wound” run directly counter to the principle of accurately putting a bullet into the target’s vital organs. A moving person’s arms, legs and head all flail around too much for accurate aim if he’s moving, or just popping in or out of cover, in a fight. In game terms, this is why a character normally can only make one effective attack per three-second turn, even if her gun is capable of much more rapid fire. This book’s Appendix provides Merits appropriate for characters who’ve dedicated a significant amount of time and effort to training to survive gunfights.

Ballistics
Ballistics is the branch of physics that deals with the motion of projectiles. Once a bullet leaves a gun, ballistics can calculate every aspect of the bullet’s flight path until the bullet strikes something. Gun enthusiasts talk about two basic ballistic characteristics of a bullet: muzzle velocity and muzzle energy. The former is the speed that a bullet has at the instant it leaves a gun, and the latter is the kinetic energy that the bullet has as a result of its speed and mass. Most handgun bullets move at between 80% and 150% of the speed of sound, which is a little over 1,100 feet per second. Rifle bullets typically reach speeds between two and three times the
speed of sound. If a bullet travels a significant distance, the bullet’s flight time is measurable. During the bullet’s flight, gravity acts on the bullet, pulling it down as it travels forward. The result is a parabolic arc rather than a laser-straight line. Experienced shooters can compensate for this drop by estimating the range to their targets (or using a rangefinder to get an exact number) and raising their point of aim appropriately. In addition to dropping during flight, a bullet loses velocity due to atmospheric drag. This is another consideration for long-range shooting, but not a significant factor for Storytelling System damage purposes.

How a Bullet Hurts You
Basic physics gives us the equation Ek = 1/2mv2. In plain English, an object’s kinetic energy is equal to half of its mass times the square of its speed. Thus, the two basic factors that determine how hard a bullet hits are its weight and its speed at the moment of impact. Of these two, speed is more important than mass: if you double a bullet’s mass, you double its kinetic energy, but if you double its speed, you quadruple its kinetic energy. This is why rifle bullets are so much more deadly than handgun bullets. When a moving object comes into contact with another object, a transfer of energy occurs, and the object that is the human body tends to deform when subjected to a sudden transfer of energy. Typically, a bullet punches a small hole in the skin. Once the bullet passes through that and encounters denser tissue and yet denser bone,
the bullet transfers much of its energy to these things. This happens so quickly that the body parts on the receiving end of the impact don’t have time to compress, as they would if poked with a fingertip. Tissue tears; bone shatters. The actual hole made by the bullet’s passage also widens as the bullet deforms and tumbles, because an irregularly shaped projectile loses energy faster than a streamlined one, and all that energy affects the surrounding body parts. A perfectly behaved bullet remains within the body of its victim. This occurs if the bullet transfers all its energy to the target. If the bullet has enough energy left to travel out the other side of the target, that’s energy that the bullet didn’t transfer to that object, and, thus, energy that didn’t go toward inflicting damage. Terms like “overpenetration”and “blow-through” describe this eventuality. Films often show villains being blown clean off their feet and sent sailing through the air by the impact of bullets. This is pure fiction. Newton’s third law of motion states that every action has an equal and opposite reaction. A gun capable of sending its target flying would also send the shooter flying an equal distance. Extremely heavy caliber rifle bullets or shotgun slugs might make a target stagger back a few feet as he regains his balance, but any wild bullet- induced launches are the result of involuntary muscle spasms, as being shot can be quite the surprise.



Special Mechanics

Propelled Weapons

Atlatl: The “throwing stick” was an early Paleolithicera implement for getting more range out of javelins. It’s a shaft with a cup or hook on the end into which the butt of the spear goes. To throw the javelin, the wielder holds the atlatl at the end opposite the cup and whips it forward in an overhand throw. This applies more leverage to the javelin than a human arm can provide, resulting in increased range and power. Modern reproductions of atlatls are available but rare. An atlatl is a one-handed weapon.



Blowgun: A blowgun is a tube used to fire darts via lung pressure. A blowgun’s short Range is equal to twice the shooter’s Size + Stamina + Athletics. A blowgun is a one-handed weapon.


Bows: Bows can be built to fit any human physique (a
combination of Strength and Size). A bow’s base Damage is equal to its minimum Strength. A bow’s short Range is equal to triple the shooter’s Strength + Size + Athletics. A bow’s Size is one less than the Size of the user for which it’s built. Penalties for insufficient strength are doubled for bows. A character versed in primitive woodcraft may make her own bow with an extended Dexterity + Survival roll (successes required are equal to 10 times the bow’s minimum Strength; each roll equals four hours’ work). A character may use either Athletics or Firearms to fire a bow. “Reloading” a bow takes one action. A compound bow employs a set of pulleys rather than the raw tensile strength of the bow itself. A compound bow’s Traits are the same, save for its range, which is equal to quadruple the shooter’s Strength + Size + Athletics. A character may not make her own compound bow.

Arrows
The Damage traits of bows assume that the wielder is using standard target arrows: wooden or fiberglass shafts tipped with simple metal cones. Such projectiles are not designed for combat and inflict minimal injury. Standard target arrows have Cost •. Broadhead hunting arrows are tipped with an Xshaped azor-edged point designed to drive deep into flesh and sever arteries. A bow firing such an arrow gains +1 Damage and Armor Piercing 2 against a target with no or soft ballistic armor. Against a solid target or a character with rigid armor, the arrow instead suffers a –2 penalty to Damage. Broadhead arrows have Cost •. Archaic flint or obsidian arrowheads gain +1 Damage against a target with no armor but a –2 penalty against a hard or armored target. A character may make archaic arrows with six hours’ work and a successful Dexterity + Survival roll: each success yields one arrow.

Bodkin points appeared in the Middle Ages in response to the proliferation of metal armor. These were needle-pointed arrowheads with square crosssections that could drive through plate armor or six inches of oak. A bow firing a bodkin arrow gains Armor Piercing 4 and its Ranges are increased by half again. Bodkin points disappeared with the obsolescence of the bow as a primary battlefield weapon, and all surviving examples are museum pieces today. A character who wants bodkin points must buy them on the antiquities market (Cost ••• for a dozen) or have them custom- made by a blacksmith (Intelligence + Crafts roll, each success yields one bodkin point).



Crossbows: Crossbows come in varying sizes, from onehanded hand crossbows that fold down to Size 1/J to heavy arbalests capable of piercing a metal plate. A character may use either Athletics or Firearms to fire a crossbow. Reloading a crossbow takes a number of turns equal to twice its
minimum Strength. Repeating crossbows saw use in China as siege weapons from the Han dynasty through the Sino-Japanese War of 1895 A repeating crossbow uses lightweight arrows instead of heavy crossbow bolts and is operated by rapidly cranking a lever, which pulls back the string as the next arrow drops into place from a gravity-fed magazine atop the weapon. The repeating crossbow is capable of short and medium bursts of automatic fire and is reloaded as a firearm with an internal magazine.

Every crossbow has the Armor Piercing effect: 2 for a normal crossbow, 1 for a hand crossbow or repeating crossbow and 4 for an arbalest.



Sling: A sling is a length of cloth or leather with a cup at its midpoint for holding a stone or metal projectile. To fire the sling, the wielder holds both ends in the same hand and whips it around her head, then lets go of one end to release the bullet. A stave sling nails one end of the sling to the end of a six-foot wooden stave. The other end is tied into a loop and slipped around the same end. To fire a stave sling, the wielder whips it over her head. The loop slips off, releasing the bullet. The stave gives the thrower more leverage, much like an atlatl assists a spear throw. Unlike a normal sling, a stave sling is a two-handed weapon.

Suicidesoldier#1
Captain

Fanatical Zealot

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W.O.R.L.D._ O.F._ D.A.R.K.N.E.S.S.

 
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