Nocturne V.2
A World of Darkness Sim
-------------------------------------------------------------RULES-----------------------------------------------------------------
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Guns must be reloaded after you go through the ammo thats in it. This takes a turn to do.
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You may have 2 full ammo clips/magazines on you for hand guns, assault riffle, shotguns, and sub machine guns.
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You may NOT have extra ammo on you for heavy machine guns or flame thrower.
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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.
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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.
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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
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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)
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ARMOR PIERCING: 30 xp
+2 to weapon attack bonus versus armoured targets.(No bonus for unarmoured)
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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​
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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​
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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).
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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)
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ARMOR PIERCING: 30 xp
+2 to weapon attack bonus versus armoured targets.(No bonus for unarmoured
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HOLLOW POINT: 30 xp
Turns damage Lethal vs everyone, even garou and vampires​
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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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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
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BODKIN: 30 xp
+2 to weapon attack bonus versus armoured targets.(No bonus for unarmoured)
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HEADLESS: 30 xp
Roll Composure + Firearms + Bow Bonus - 2 versus target hud. If five or more successes scored then the vampire is torpored:
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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)
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COLD IRON: 40 xp
Aggravated Damage versus changelings. Changelings that are injured lose 1 point of glamour.
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SILVER: 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: 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 + ATHLETICS + ITEM 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.​
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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.
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Flamethrowers have 1 tank, containing enough fuel for 10 spray only shots, they can not be reloaded as extra tanks are unwieldly.
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Characters carrying flamethrowers suffer -3 attribute penalty to any physical feats including combat.
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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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