Nocturne V.2
A World of Darkness Sim
WEAPON PROFILES
Understanding the profiles of weapons allows you to choose wisely. Below you will find a guide to Melee profiles.
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NAME:
Attack Bonus Roll Dexterity + Melee + Weapons attack bonus (you cannot stack weapon bonuses from different weapons)
Defense Bonus : Roll Dexterity + Melee + Weapons defence bonus(you cannot stack weapon bonuses from different weapons)
Damage: Tells you the damage type Bashing/Lethal/Aggravated
Conceal: Pocket/Jacket/Trenchcoat/Non concealable/Super (Super is not detected on pat downs)
Cost: The amount of xp the item costs.
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Remember Melee weapons can not be "blocked" Only Parry/Dodge/Brace are viable defense moves.
The Defense bonus exlusively used for parry moves, which is used only for weapon vs weapon clashing unless specified otherwise.
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--------------------------------------------------------------[IMPROVISED]----------------------------------------------------
An Improvised weapon roll allows you to find an object to use as a melee weapon. These weapons are usually fragile and inferior to purpose built melee weapons. The weapon is considered destroyed at end of scene or on a botched attack/def roll.
NOTE: To use an improvised weapon you must have a minimum of 1 dot in melee and dexterity.
ROLL: Wits + Melee
DIFFICULTY: 12+
SUCCESSES:
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1 -3 You find a melee weapon that grants you a + 1 attack bonus for the scene. It causes bashing damage.
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4 You find a melee weapon that grants you a +1 attack bonus and +1 Def bonus (Versus brawl + melee) for the scene. Lethal damage.
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5+ You find a melee weapon that grants you a +2 attack bonus and causes lethal damage.
FAIL: No weapon found.
BOTCH: You find something that is entirely useless your next attack or defense is rolled with a minus 10 modifier
NOTE: a spork, plastic hanger, or any other sort of unsuitable weapon will -not- work, be sensible with the item found , if you aren't then your attack will simply not succeed period. Thus is the price for trolling.
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----------------------------------------------------------------[BLADES]----------------------------------------------------------
NAME: WOODEN STAKE
Attack Bonus: +1 Defense Bonus + 0 Damage: Lethal Conceal: Pocket Cost: 10 XP
STAKE ATTEMPT:
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When trying to stake a vampire / Wan Kuei you must declare that in your action post.
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Then roll an attack at -2 penalty and score 5+ successes.
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The stake attack bonus does not apply when making a direct attack against a targets heart.
NOTE: This weapon does not pierce the heart of non vampires and non wan kuei. If a 5+ success is rolled against anything other than vampire or wan kuei, it simply scores an additional success.
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NAME: STILETTO/KNIFE
Attack Bonus: +1 Defense Bonus + 0 Damage: Lethal Conceal: Pocket Cost: 10 XP
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NAME: SAI
Attack Bonus: +1 Defense Bonus + 1 Damage: Lethal Conceal: Pocket Cost: 20 XP
Note: + 2 to disarming rolls.
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NAME: MACHETE/BAYONET/HATCHET/TOMAHAWK/CLEAVER/COMBAT KNIFE
Attack Bonus: + 2 Defense Bonus + 2 Damage: Lethal Conceal: Jacket Cost: 20 XP
(See Spear Entry for bayonet attached to rifle)
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NAME: CANE SWORD
Sheathed: Attack Bonus: + 1 Defense Bonus + 1 Damage: Bashing
Unsheathed: Attack Bonus: + 2 Defense Bonus + 2 Damage: Lethal Conceal: N/A Cost: 40 XP
Note: When sheathed people must Roll wits + Perception difficulty 15+ to suspect the cane as a weapon.
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NAME: RAPIER/FOIL/FENCING SWORD
Attack Bonus: + 2 Defense Bonus + 2 Damage: Lethal Conceal: Trench Coat Cost: 30 XP
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NAME: LONG SWORD/SABER/CUTLASS/SCIMITAR/FIRE AXE/BATTLE AXE
Attack Bonus: + 3 Defense Bonus +3 Damage: Lethal Conceal: Trench Coat Cost: 40 XP
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NAME: KATANA/BASTARD SWORD
One Hand Hold Attack Bonus: + 3 Defense Bonus + 2 Damage: Lethal
Two Hand Hold Attack Bonus: + 4 Defense Bonus + 3 Damage: Lethal Conceal: Trench Coat Cost: 50 XP
Note: All attacks and defenses use the same hand hold during a round of combat. If you attack 2 handed you defend 2 handed.
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NAME: HOOK SWORDS (come as pair)
Attack Bonus: + 3 Defense Bonus +3 Damage: Lethal Conceal: Trench Coat Cost: 50 XP
Note: + 2 to disarming rolls. Requires use of both hands
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NAME: CLAYMORE / ODACHI / WAR AXE
Attack Bonus: + 4 Defense Bonus +4 Damage: Lethal Conceal: Trench Coat Cost: 50 XP
Note: Requires use of both hands: May use one handed with Strength 7+
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NAME: GREAT SWORD / GREAT AXE
Attack Bonus: + 5 Defense Bonus +4 Damage: Lethal Conceal: Not concealable Cost: 70 XP
Note: Requires use of both hands: May use one handed with Strength 10+
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NAME: SPEAR/TRIDENT/POLEARM
Head: Attack Bonus: + 3 Defense Bonus +1 Damage: Lethal
Haft: Attack Bonus: + 2 Defense Bonus +2 Damage: Bashing Conceal: Not Concealable Cost: 40 XP
Note: Two hand hold. May even parry brawl attacks.
Note: A rifle with a bayonet can function as a spear, except it cannot be thrown, a rifle with out a bayonet can only make -haft- attacksRifle bayonets do NOT improve the weapons shooting functionality. Bayonets are purchased from the -blades- category for 20 xp and can be afixed to a rifle (or assult rifle) you have purchased.
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----------------------------------------------------------------[BLUNTS]----------------------------------------------------------
Blunt weapons by default cause Bashing damage. However characters with STRENGTH 5+ may "optionally" use the weapon to cause Lethal damage. No declaration or roll is required, all that is required is for the character to possess Strength 5+ at time of strike.
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NAME: RIOT BATON
Attack Bonus: + 1 Defense Bonus +0 Damage: Bashing Conceal: Jacket Cost: 10 XP
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NAME: ROUND SHIELD
Attack Bonus: -1 Defense Bonus +1 Damage: Bashing Conceal: Non Concealable Cost: 10 XP
Note: Shields take up the "offhand" position. Cannot -dodge- with a shield but can add its def bonus on "Brace" if character is mobile.
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NAME: KITE SHIELD
Attack Bonus: - 2 Defense Bonus +2 Damage: Bashing Conceal: Non Concealable Cost: 20 XP
Note: Shields take up the "offhand" position. Cannot -dodge- with a shield but can add its def bonus on "Brace" if character is mobile.
NAME: BASEBALL BAT
Attack Bonus: + 2 Defense Bonus +2 Damage: Bashing Conceal: Trenchcoat Cost: 20 XP
Note: May even parry brawl attacks.
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NAME:QUARTER STAFF
Attack Bonus: + 2 Defense Bonus +2 Damage: Bashing Conceal: Non Concealable Cost: 20 XP
Note: Requires use of both hands. May even parry brawl attacks.
NAME: RIOT SHIELD
Attack Bonus: -3 Defense Bonus +3 Damage: Bashing Conceal: Non Concealable Cost: 30 XP
Note: Shields take up the "offhand" position. Cannot -dodge- with a shield but can add its def bonus on "Brace" if character is mobile.
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NAME: CROWBAR / MACE
Attack Bonus: + 2 Defense Bonus +2 Damage: Bashing Conceal: Jacket Cost: 20 XP
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NAME: NUNCHUCKU
Attack Bonus: + 2 Defense Bonus +2 Damage: Bashing Conceal: Jacket Cost: 30 XP
Note: Requires use of both hands: +2 to disarm rolls. Botch = Hit yourself for 1 point of bashing damage.
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NAME: MORNING STAR / BATTLE HAMMER
Attack Bonus: + 3 Defense Bonus +3 Damage: Bashing Conceal: Trenchcoat Cost: 40 XP
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NAME: SLEDGE/ WAR HAMMER
Attack Bonus: + 4 Defense Bonus +4 Damage: Bashing Conceal: Trenchcoat Cost: 50 XP
Note: Requires use of both hands: May use one handed with Strength 7+
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NAME: GREAT MACE
Attack Bonus: + 5 Defense Bonus +4 Damage: Bashing Conceal: Non Concealable Cost: 70 XP
Note: Requires use of both hands: May use one handed with Strength 10+
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-------------------------------------------------------------[FIST LOADS]---------------------------------------------------------------
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All Fist loads roll STRENGTH + BRAWL + WEAPON BONUS and not Dex
Fist loads are still classed as "melee" attacks and cannot be "blocked" only Dodge/Parry/Brace are viable options for defence. May not take weapon specialty for bashing damage fist loads. Lethal damage fist loads may take speciality.
NAME: BRASS KNUCKLES
Attack Bonus: + 1 Defense Bonus +0 Damage: Bashing Conceal: Pocket Cost: 10 XP
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NAME: SPIKED KNUCKLES/KATAR/CLAWS
Attack Bonus: + 2 Defense Bonus +0 Damage: Lethal Conceal: Jacket Cost: 30 XP
Note: Causes aggravated damage if user has strength 5+
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NAME: WIND & FIRE WHEELS (comes as pair)
Attack Bonus: + 3 Defense Bonus +3 Damage: Lethal Conceal: Non concealable Cost: 60 XP
Note: +2 disarm rolls.
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-------------------------------------------------------------[WHIPS]---------------------------------------------------------------
Whips cannot be blocked or parried. Only Dodge/Brace are viable defences.
NAME: WHIP
Attack Bonus: + 4 Defense Bonus +0 Damage: Bashing Conceal: Jacket Cost: 20 XP
Note: +2 disarm rolls.
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NAME: NOTCHED SPIKE/ CHAIN WHIP
Attack Bonus: + 3 Defense Bonus +0 Damage: Lethal Conceal: Jacket Cost: 40 XP
Note: +2 disarm rolls.
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NAME: KUSARIGAMA / DEMON BRAID
Attack Bonus: + 3 Defense Bonus +3 Damage: Lethal Conceal: Super Cost: 60 XP
Note: +2 disarm rolls. Disguised as a chain belt. Both hands required to wield.
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-----------------------------------------------------------------[MISC]---------------------------------------------------------------
NAME: CHAINSAW
Attack Bonus: + 4 Defense Bonus +2 Damage: Aggravated Conceal: Not Concealable Cost: 40 XP
Note: Two hand wield. Botch inflicts 2 damage on user. Emote must be shouted.
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NAME: CATCH POLE
Attack Bonus: + 2 Defense Bonus +2 Damage: NONE Conceal: Not Concealable Cost: 10 XP
ROLL: DEXTERITY + MELEE + 2 to grapple a victim
This is the device used by animal control, it contains a snare and neatly keeps an enemy at poles length
NAME: RUBBER DOUBLE DILDO
Attack Bonus: + 2 Defense Bonus 0 Damage: Bashing Conceal: Yeah its uh..Concealable.... in a Jacket.Cost: 10 XP
Note: Characters with Strength 5+ turn the damage lethal.
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-----------------------------------------------------------------[MODS]---------------------------------------------------------------
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Can be bought for any melee weapon but only upgrades one particular weapon.
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NOTE: SILVER/GOLD/COLD IRON require a degree of OCCULT KNOWLEDGE of the species it affects to justify such a purchase.
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Name: Silver Edge / Lining / Smelt
Aggravated damage against garou. Each hit makes garou lose 1 point of Gnosis.
XP Cost: 40
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Name: Gold Edge / Lining / Smelt
Aggravated damage against corax. Each hit makes corax lose 1 point of Gnosis.
XP Cost: 40
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Name: Cold Iron Edge / Lining / Smelt
Aggravated damage against fae. Each hit makes changelings lose 1 point of dross.
XP Cost: 50