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-------------------------------------------------------------RULES-----------------------------------------------------------------

  • Guns must be reloaded after you go through the ammo thats in it. This takes a turn to do.

  • You may have 2 full ammo clips/magazines on you for hand guns, assault riffle, shotguns, and sub machine guns. 

  • You may NOT have extra ammo on you for heavy machine guns or flame thrower. 

  • You may only have 2 grenades on you at the time, not including the 1 in grenade launcher for assault riffle if you have that add on. 

  • IMPORTANT: All guns that use bullets, slugs, buck shot deal only Bashing Damage type to vampires and fera. Which they are more resistant to so it comes at -1 success, meaning you will deal 1 less damage to them than what you scored. This may be by passed by buying hollow point ammo which is available for all guns that suffer from that effect. 

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--------------------------------------------------------------MODES----------------------------------------------------------------

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MODES: Are not the default setting for a weapon, they are the optional modes. 

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  • STANDARD SHOT

Contested Hud V Hud roll.

Roll Firearms + Composure + Gun bonus Versus (Stamina OR Dexterity) + Athletics + Armor (dodge penalty applies if using dexterity)

Deals 1 damage per success. A normal mode that every gun has unless specified otherwise. 

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  • SPRAY:

Standard Feat roll.

Roll Firearms + Composure + Gun bonus Difficulty 10

Targets in area roll (Stamina OR Dexterity) + Athletics + Armor (dodge penalty applies if using dexterity) Difficulty 10

Attacker's Successes - Defender's Successes = Damage Taken. 

You must reload before using weapon again.

NOTE: This mode does not differentiate friend & foe as well as stealth does not make you immune to it. 

               

  • SCATTER: (Shotguns)

Standard Feat roll.

Roll Firearms + Composure + Gun bonus Difficulty 10

Targets in area roll (Stamina OR Dexterity) + Athletics + Armor (dodge penalty applies if using dexterity) Difficulty 10

(Attacker's Successes - 1 success) - Defender's Successes = Damage Taken. Maximum targets 2. 

NOTE I: Scatter shot is generally weaker than solid slugs for single target attack and weaker than machine gun's spray for area attack. The benefit of it however that every single shot you make is area attack, without a need to reload after every single shot you make. 

NOTE II: This mode does not differentiate friend & foe as well as stealth does not make you immune to it. 

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  • RAPID FIRE:

Contested Hud V Hud roll.

Roll Firearms + Composure + Gun bonus Versus (Stamina OR Dexterity) + Athletics + Armor (dodge penalty applies if using dexterity)

Cause + 1 damage if they are hit.

Consumes 3 rounds per shot. 

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-----------------------------------------------------------NON-LETHALS-----------------------------------------------------

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NAME: X26 TASER 

Attack Bonus: +1 Damage: Bashing Range: 10M Ammo: 1 Conceal: Pocket  Modes: N/A

Cost: 10 XP    

Note: "Tased" A victim who is hit by a taser suffers (successes) bashing immediately and must roll  STRENGTH each turn at Difficulty 13+ to escape

Failure means your character is still connected to the source and suffers 2 bashing damage the next turn automatically. The user of the Taser does not have to roll again, though they perform no other physical action. Worn armor provides no protection against electrocution.

Taser emotes do not need to be shouted

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NAME: PEPPER SPRAY 

Attack Bonus: +2 Damage: N/A Range: 5M Ammo: 5 Conceal: Pocket  Modes: N/A

Cost: 10 XP    

NOTE: Inflicts blinded status on victims without gas masks on just one success.

Blinded:  blind characters are at +3 difficulty on all physical and perception actions. 

Recovery Victims of pepper spray lessen the negative modifier by 1 each turn. 

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NAME: PAINT BALL GUN

Attack Bonus: +1 Damage: N/A Range: 10M Ammo: 20 Conceal: Jacket  Modes: SPRAY

Cost: 10 XP    

Note: Other than for fun, paint ball guns are not very useful weapons. Even trying to blind someone is a very tricky process. Paint guns are useful against CCTV

cameras though. A CCTV camera is -blinded- if a difficulty of 16+ is achieved with the paintball gun. Another use of paintball guns is to "Light up" or "Reveal" hidden characters using "Light bending camouflage" Such as the gargoyles chameleon passive, in this case, the paint clearly will paint around the target,  Or mental illusions such as "Obfuscate", in this case, a mysterious glitching will occur to all observers, as their minds see the paint, hit something and then disappear before their eyes, often enough this is enough to pinpoint the targets last location. A favourite tactic among hunters is to have a fire team, with one character armed with a paintball gun, while the other team members shoot at the location of the glitch as soon as it appears.

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---------------------------------------------------------------PISTOLS------------------------------------------------------------

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NAME:  Garter Gun/Pocket pistol (EX: Remington Derringerl)

Attack Bonus: +1 Damage: Lethal  Range: 20M Ammo: 2 Conceal: Pocket Modes: N/A

SPECIAL: All ammo may be discharged simultaneously increasing the attack bonus to +2 (Ammo must be at full cap)

This weapon barely makes a sound at all when discharged. No need to shout emote.

Cost: 10 XP

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NAME:  Light Revolver (EX: 38 Special)

Attack Bonus: +3 Damage: Lethal  Range: 30M Ammo: 6 Conceal: Pocket  Modes: N/A

Cost: 20 XP

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NAME: Light Semi Automatic Pistol (EX: Glock,Luger,Colt Delta)

Attack Bonus: +2 Damage: Lethal  Range: 35M Ammo: 15 Conceal: Pocket  Modes: RAPID FIRE

Cost: 30 XP

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NAME: Machine  Pistol (EX:Mac 10 Uzi 9MM Ingram)

Attack Bonus: +3 Damage: Lethal  Range: 35M Ammo: 25 Conceal: Jacket  Modes: RAPID FIRE/SPRAY

Cost: 40 XP

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NAME: Heavy Revolver (EX: 44/357 magnum)

Attack Bonus: +7 Damage:  Lethal Range: 60M Ammo: 6 Conceal: Jacket Modes: N/A

Cost: 60 XP     PREREQUISITE FIREARMS RANK 3

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NAME: Heavy Semi Automatic Pistol (EX: Desert Eagle)

Attack Bonus: +7 Damage: Lethal Range: 45M Ammo: 7 Conceal: Jacket  Modes: RAPID FIRE

Cost: 60 XP    PREREQUISITE FIREARMS RANK 3

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PISTOL ENHANCEMENTS:

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SILENCER:  10 XP

Removes the need to shout  emote for the weapon being used, Reduces attack bonus by 1.

Silencers are illegal.

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EXTENDED MAGAZINE: SEMI AUTO PISTOL :10 XP

Increases the ammo by 5

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RED DOT LASER SIGHT: 30 XP

Add +2 to weapon Attack Bonus

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SILVER BULLETS: 60 XP

Aggravated damage to Garou and most other Fera except Corax and werespiders. Each hit takes away 1 gnosis. 

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GOLD BULLETS: 60 XP

Aggravated damage to Corax and Mokole. Each hit takes away 1 gnosis. 

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HOLLOW POINT BULLETS: 20 XP

Deal lethal damage to everyone equally, including vampires and garou.

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----------------------------------------------------------SHOTGUNS---------------------------------------------------------

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NAME: Double Barrel (EX: Winchester Model 24, , Sawed Off)

UNMODIFIED :Attack Bonus: +4 Damage: Lethal  Range: 30M Ammo: 2 Conceal: Trench Coat 

SAWN OFF:    Attack Bonus: +4 Damage: Lethal  Range: 20M Ammo: 2 Conceal: Jacket        

Modes: Scatter 

SPECIAL: Both barrels may be discharged simultaneously increasing the attack bonus to +8 (Ammo must be full)

Cost: 30 XP

 

NAME: Lever Action (EX: Winchester 1887)

Attack Bonus: +8 Damage: Lethal  Range: 40M Ammo: 5 Conceal: Trench Coat Modes: Scatter

Cost: 50 XP

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NAME: Pump Action (EX: Benelli m4)

Attack Bonus: +10 Damage: Lethal  Range: 40M Ammo: 6 Conceal: Trench Coat Modes: Scatter 

Cost: 60 XP     

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NAME: Automatic Shotgun (EX : AA-12)

Attack Bonus: +10 Damage: Lethal  Range: 40M Ammo: 8 Conceal: Trench Coat Modes: Scatter / rapid fire 

Cost: 70 XP    PREREQUISITE FIREARMS RANK 3

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SHOTGUN ENHANCEMENTS

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AUTOMATIC  SHOTGUN MAGS: 20 XP​

20 round Drum: Automatic Shotgun ONLY

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RED DOT LASER SIGHT:30 XP

Add +2 to weapon Attack Bonus

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TELESCOPIC SCOPE: RIFLE: 30 XP

 +1 to attack rolls. (no range increase. Cannot be used on sawn offs)

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SHOTGUN SHELLS: 10 XP

  • BATON ROUND:

Inflicts bashing damage only, No Scatter 

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  • WOODEN SHARP BATON ROUND: 40 XP

Roll Composure + Firearms + Gun Bonus - 2  versus target hud. If 5 or more successes scored then the vampire is torpored:

No Scatter

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  • DRAGON'S BREATH: 60 XP

Aggravated Damage to Vampires: If 5 (3 on vampire) or more successes scored the target is ignited and takes 1 point of damage per turn (aggravated on vampire, lethal on everyone else). To put out the flames target must accumulate 5 successes on Athletics + Strength roll, Difficulty 14. (Takes an Action) 

Scatter only

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  • COLD IRON BUCKSHOT: 40 XP

Aggravated Damage versus changelings. Changelings  that are injured lose 1 point of Glamour

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  • SILVER BUCK SHOT: 60 XP

Aggravated Damage versus werewolves. Werewolves that are injured lose 1 point of gnosis.

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  • GOLD BUCK SHOT: 60 XP

Aggravated Damage versus corax. Corax  that are injured lose 1 point of gnosis.

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  • HOLLOW POINT SLUG: 30 XP

Deal lethal damage to everyone equally, including vampires and garou.

No Scatter

 

-------------------------------------------------------MACHINE-GUNS-----------------------------------------------------

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NAME: Sub Machine Gun (EX : HK MP5)

Attack Bonus: +4 Damage: Lethal  Range: 45M Ammo: 30 Conceal: Trench Coat Modes: rapid fire/spray

Cost: 50 XP    PREREQUISITE FIREARMS RANK 3

 

 

NAME: Assault Rifle (EX : M.16 A.K 47)

Attack Bonus: +9 Damage: Lethal  Range: 60M Ammo: 42 Conceal: Not concealable Modes: rapid fire/spray

Cost: 70 XP    PREREQUISITE FIREARMS RANK 3

 

 

NAME: Heavy Machine Gun (EX : M.1919)

Mounted (bipod/tripod) Attack Bonus: +10 Damage: Lethal  Range: 60M Ammo: 100 Conceal: Not concealable Modes: rapid fire/spray

Carried                        Attack Bonus: +5   Damage: Lethal  Range: 60M Ammo: 100 Conceal: Not concealable Modes: rapid fire/spray

Note: Too heavy to perform any athletic feats or dodge rolls. Characters with Strength 5+ treat carried as mounted.

Spray mode depletes 25 shots from the ammo count.

Cost: 100 XP    PREREQUISITE FIREARMS RANK 3

 

 

NAME:  Minigun (EX : 5.56mm)

Mounted (bipod/tripod) Attack Bonus: +12 Damage: Lethal  Range: 60M Ammo: 1000 Conceal: Not concealable Modes: Spray Only

Carried                        Attack Bonus: +6 Damage: Lethal  Range: 60M Ammo: 1000 Conceal: Not concealable Modes: Spray Only

Note: Too heavy to perform any athletic feats or doge rolls. Characters with Strength 5+ treat carried as mounted.

Spray mode consumes 100 rounds per shot for miniguns.

Cost: 200 XP    PREREQUISITE FIREARMS RANK 3

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MACHINE-GUN ENHANCEMENTS

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AMMO ASSAULT RIFLE/SUBMACHINE

(Note: Silver/Gold/Cold Iron rounds are cost prohibitive for machine guns AP and HP are cost prohibitive for heavy machine guns)

  • ARMOR PIERCING: 30 xp

 +2 to weapon attack bonus versus armoured targets.(No bonus for unarmoured)

  • HOLLOW POINT: 30 xp

Turns damage Lethal vs everyone, even garou and vampires

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SILENCER: ASSAULT RIFLE/SUB MACHINE GUN  10 XP

Removes the need to shout  emote for the weapon being used, Reduces attack bonus by 1.

Silencers are illegal.

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EXTENDED MAGAZINE: ASSAULT RIFLE/SUB MACHINE GUN :10 XP

Increases the ammo by 15

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RED DOT LASER SIGHT: ASSAULT RIFLE/SUB MACHINE GUN: 30 XP

Add +2 to weapon Attack Bonus 

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TELESCOPIC SCOPE: ASSAULT RIFLE/SUB MACHINE GUN: 30 XP

Add 20M to weapons range and +1 to attack rolls.

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GRENADE LAUNCHER: ASSAULT RIFLE

Attack Bonus: +8  Damage: Grenade Type  Range: 20M Ammo: 1 Conceal: Underslung on Assault Rifle Modes: N/A

Cost: 20 XP    PREREQUISITE FIREARMS RANK 3

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LAUNCHER GRENADES​

  • WOODEN SHARP BATON GRENADE: 20 xp

Roll Composure + Firearms + Launcher Bonus - 2  versus target hud. If five or more successes scored then the vampire is torpored​

  • NET GRENADE: 30 xp

If target is hit with just one success they become immobilized and can only defend themselves with STAMINA +ARMOR BONUS

To escape the net the target must accumulate 5 successes on Strength + Athletics Difficulty 12+ rolls (1 roll per turn).

  • ANY GRENADE FROM THROWABLE

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------------------------------------------------------------------RIFLES----------------------------------------------------------------

NAME: Weatherby MK 5

Attack Bonus: +5 Damage: Lethal  Range: 70M Ammo: 2+1 Conceal: Non Concealable Modes: N/A

Cost: 40 XP    

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NAME: Remington M-700

Attack Bonus: +8 Damage: Lethal  Range: 100M Ammo: 5+1 Conceal: Non Concealable Modes: N/A

Cost: 60 XP    PREREQUISITE FIREARMS RANK 3

 

NAME: TAC-50

Attack Bonus: +12 Damage: Lethal  Range: 100M Ammo: 5+1 Conceal: Non Concealable Modes: N/A

Cost: 80 XP    PREREQUISITE FIREARMS RANK 3

 

 

RIFLE ENHANCEMENTS

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AMMO RIFLE

(Note: Silver/Gold/Cold Iron rounds are cost prohibitive for machine guns AP and HP are cost prohibitive for heavy machine guns)

  • ARMOR PIERCING: 30 xp

 +2 to weapon attack bonus versus armoured targets.(No bonus for unarmoured

  • HOLLOW POINT: 30 xp

Turns damage Lethal vs everyone, even garou and vampires​

  • SILVER BULLETS: 60 xp

Aggravated damage to Garou and most other Fera except Corax and werespiders. Each hit takes away 1 gnosis. 

  • GOLD BULLETS: 60 xp

Aggravated damage to Corax and Mokole. Each hit takes away 1 gnosis. 

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SILENCER: 10 XP

Removes the need to shout  emote for the weapon being used, Reduces attack bonus by 1.

Silencers are illegal.

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EXTENDED MAGAZINE: 10 XP

Increases the ammo by 2

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RED DOT LASER SIGHT:30 XP

Add +2 to weapon Attack Bonus

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TELESCOPIC SCOPE: RIFLE: 30 XP

Add 20M to weapons range and +1 to attack rolls.

 

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------------------------------------------------BOWS/ CROSSBOWS-------------------------------------------------

BOWS USE COMPOSURE + DEXTERITY + BOW BONUS

CROSSBOWS USE COMPOSURE +FIREARMS + CROSSBOW BONUS

Bows and Cross Bows are limited to their ammo for the night. 

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NAME: Short bow

Attack Bonus: +3 Damage: Lethal  Range: 30M Ammo: 20 Conceal: Non Concealable Cost: 20 XP    

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NAME: Hunting bow

Attack Bonus: +4 Damage: Lethal  Range: 50M Ammo: 20 Conceal: Non Concealable Cost: 30 XP

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NAME: Long  bow

Attack Bonus: +5 Damage: Lethal  Range: 70M Ammo: 20 Conceal: Non Concealable Cost: 40 XP

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NAME: Compound  bow

Attack Bonus: +6 Damage: Lethal  Range: 100M Ammo: 20 Conceal: Non Concealable Cost: 60 XP

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NAME: Pistol Crossbow

Attack Bonus: +4 Damage: Lethal  Range: 20M Ammo: 15  Conceal: Jacket Cost: 20 XP

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NAME: Crossbow

Attack Bonus: +5 Damage: Lethal  Range: 40M Ammo: 20 Conceal: Non Concealable Cost: 40 XP

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NAME: Heavy Crossbow

Attack Bonus: +6 Damage: Lethal  Range: 70M Ammo: 20 Conceal: Non Concealable Cost: 60 XP

 

 BOW/CROSSBOW ENHANCEMENTS

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ARROW/BOLT TYPES

  • BODKIN: 30 xp 

 +2 to weapon attack bonus versus armoured targets.(No bonus for unarmoured)

  • HEADLESS: 30 xp 

Roll Composure + Firearms + Bow Bonus - 2  versus target hud. If five or more successes scored then the vampire is torpored:

  • FLAMING: 40 xp 

Aggravated Damage to Vampires: If 5 (3 on vampire) or more successes scored the target is ignited and takes 1 point of damage per turn (aggravated on vampire, lethal on everyone else). To put out the flames target must accumulate 5 successes on Athletics + Strength roll, Difficulty 14. (Takes an Action) 

  • COLD IRON: 40 xp 

Aggravated Damage versus changelings. Changelings  that are injured lose 1 point of glamour.

  • SILVER: 60 xp 

Aggravated damage to Garou and most other Fera except Corax and werespiders. Each hit takes away 1 gnosis. 

  • GOLD: 60 xp  

Aggravated damage to Corax and Mokole. Each hit takes away 1 gnosis. 

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------------------------------------------------------------------RPG--------------------------------------------------------------------

NAME: Rocket Propelled Grenade Launcher

Attack Bonus: +12 Damage: Lethal  Range: 60M Ammo: 1 Conceal: Non Concealable Mode: ONLY SPRAY  Cost: 150 XP

ONE USE PER NIGHT!

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--------------------------------------------------THROWN ITEMS-----------------------------------------------------------

THROWN ITEMS  USE STRENGTH + ATHLETICSITEM BONUS vs DEXTERITY + ATHLETICS

DISTANCE: 10 meters + STRENGTH + ATHLETICS​

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NAME: Shuriken / Throwing knives

Attack Bonus: +4 Damage: Lethal   Ammo: 5 Conceal: Pocket Cost: 20 XP

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NAME: Tear Gas Grenade

Attack Bonus: +5 Damage: N/A  Ammo: 1 Conceal: Pocket Cost: 30 XP

Use Spray mode: Targets who fail their dodge roll suffer no damage but suffer minus 2 Att/def and +2 difficulty to all feats.

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NAME: Frag  Grenade / Tank  Grenade

Attack Bonus: +8 Damage: Lethal Ammo: 1 Conceal: Pocket Cost: 40 XP

Use Spray mode.

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NAME:  Concussion Grenade

Attack Bonus: +8  Damage: bashing Ammo: 1 Conceal: Pocket Cost: 20 XP 

Use Spray mode: 

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NAME: Flash Bang

Attack Bonus: +8  Damage: N/A Ammo: 1 Conceal: Pocket Cost: 40 XP

Use Spray mode: Targets who fail their dodge roll suffer no damage but suffer minus 5 Att/def and +5 difficulty to all feats. (minus 10 att/def  for Crinos or vampires with Auspex 1 see the unseen activated and + 10 difficulty to all feats )

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NAME: Molotov

Attack Bonus: +5 Damage: Lethal  Ammo: 1 Conceal: Jacket Cost: 40 XP

Aggravated Damage to Vampires: When hit the target is ignited and takes 1 point of damage per turn (aggravated on vampire, lethal on everyone else). To put out the flames target must accumulate 5 successes on Athletics + Strength roll, Difficulty 14. (Takes an Action) 

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-----------------------------------------------------------FLAMERS----------------------------------------------------------------------------

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NAME: FLAME THROWER

Attack Bonus: +10 Damage: Lethal  Range: 20M Ammo: 10 Conceal: Cant Modes: Only Spray

Cost: 150 XP     PREREQUISITE FIREARMS RANK 3 & STRENGTH 2

The backpack flamethrowers of WWII, Korea, and Vietnam are rare, bulky, and remove the “potential” from “potential collateral damage.” Their range is limited, but the effects turn most battlefields into a raging inferno. Very few hunters use these, as the potential for disaster is too great.​

  • Targets hit with flamethrower immediately catch alight and suffer 2 damage initially as well as 1 per consecutive turn. This damage is aggravated to vampires. To put out the flames target must accumulate 5 successes on Athletics + Strength roll, Difficulty 14. (Takes an Action)  However it's nearly utterly useless against flame thrower since it will relit you again within next hit. Every consecutive attack with flame thrower on already lit target will do 1 damage. 

  • Flamethrowers have 1 tank, containing enough fuel for 10 spray only shots, they can not be reloaded as extra tanks are unwieldly.

  • Characters carrying flamethrowers suffer -3 attribute penalty to any physical feats including combat.

  • NOTE: Unless your character is immune to fire, using Stamina + Athletics + Armor is NOT a good idea, as you will still be -hit- with the flame and ignited. To avoid this outcome roll Dexterity + Athletics + Armor (dodge penalty applies) in order to try to dodge the assault.

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MODES
NON-LETHALS
PISTOLS
SHOTGUNS
MACHINE-GUNS
RIFLES
BOWS / CROSSBOWS
RPG
THROWN ITEMS
FLAMERS
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