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IMPROVISED
BLADES
BLUNTS
FIST LOADS
WHIPS
MISC WEAPONRY

 

WEAPON PROFILES

Understanding the profiles of weapons allows you to choose wisely. Below you will find a guide to Melee profiles.

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.

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. 

--------------------------------------------------------------[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:

  • 1 -3   You find a melee weapon that grants you a + 1 attack bonus for the scene. It causes bashing damage.

  • 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.

  • 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.

----------------------------------------------------------------[BLADES]----------------------------------------------------------

 

NAME: WOODEN STAKE

Attack Bonus: +1 Defense Bonus + 0 Damage: Lethal   Conceal: Pocket Cost: 10 XP

STAKE ATTEMPT:

  • When trying to stake a vampire / Wan Kuei  you must declare that in your action post.

  • Then roll an attack at -2 penalty and score 5+ successes.

  • 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.

NAME: STILETTO/KNIFE

Attack Bonus: +1 Defense Bonus + 0 Damage: Lethal   Conceal: Pocket Cost: 10 XP

NAME: SAI 

Attack Bonus: +1 Defense Bonus + 1 Damage: Lethal   Conceal: Pocket Cost: 20 XP

Note: + 2 to disarming rolls. 

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)

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.

NAME: RAPIER/FOIL/FENCING SWORD

Attack Bonus: + 2 Defense Bonus + 2  Damage: Lethal  Conceal: Trench Coat Cost: 30 XP

 

NAME: LONG SWORD/SABER/CUTLASS/SCIMITAR/FIRE AXE/BATTLE AXE

Attack Bonus: + 3 Defense Bonus +3 Damage: Lethal  Conceal: Trench Coat Cost: 40 XP

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. 

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

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+

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+

 

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.

----------------------------------------------------------------[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.

NAME: RIOT BATON

Attack Bonus: + 1 Defense Bonus +0 Damage:  Bashing Conceal: Jacket Cost: 10 XP

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.

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

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.

NAME: CROWBAR / MACE

Attack Bonus: + 2 Defense Bonus +2 Damage:  Bashing Conceal: Jacket Cost: 20 XP

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.

NAME: MORNING STAR / BATTLE HAMMER

Attack Bonus: + 3 Defense Bonus +3 Damage:  Bashing Conceal: Trenchcoat Cost: 40 XP

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+

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+

-------------------------------------------------------------[FIST LOADS]---------------------------------------------------------------

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

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+ 

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.

 

 

 

 

 

 

-------------------------------------------------------------[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.

NAME: NOTCHED SPIKE/ CHAIN WHIP

Attack Bonus: + 3 Defense Bonus +0 Damage: Lethal Conceal: Jacket Cost: 40 XP

Note:  +2 disarm rolls.

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.

-----------------------------------------------------------------[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. 

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.

-----------------------------------------------------------------[MODS]---------------------------------------------------------------

 

  •  Can be bought for any melee weapon but only upgrades one particular weapon.

  • NOTE: SILVER/GOLD/COLD IRON require a degree of OCCULT KNOWLEDGE of the species it affects to justify such a purchase. 

Name: Silver Edge / Lining / Smelt

Aggravated damage against garou.  Each hit makes garou lose 1 point of Gnosis.

XP Cost: 40

Name: Gold Edge / Lining / Smelt

Aggravated damage against corax. Each hit makes corax lose 1 point of Gnosis.

XP Cost: 40

Name: Cold Iron Edge / Lining / Smelt

Aggravated damage against fae. Each hit makes changelings lose 1 point of dross.

XP Cost: 50

 

 

 

 

 

WEAPON MODS

 

 

 

 

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