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Core Systems: Arms, Armor, and Other Equipment

Posted: Thu Dec 09, 2021 12:08 pm
by Xenia
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General Equipment Rules

There are many different types of items in the world. From swords, to strange foreign armors, to paintings. Rather than try and create stats for every kind of item possible, we are going to use a more malleable system. There are five main types of items:
  1. Melee Weapons - Swords, spears, axes, etc.
  2. Ranged Weapons - Bow and arrow, etc.
  3. Armor - Protective gear you wear
  4. Shields - Protective gear you carry
  5. Miscellaneous -Things that are not for combat
When searching, or making a type of item, work with the ST staff, and select two of the tags from the list that make sense for that kind of item. There may be powers, or skilled crafters that are able to provide more than just two tags on an item, but all base items are typically only able to possess two tags.

Melee Weapons
From swords, to spears - below are the tags you can take for different weapons. The following is a base melee weapon with no tags:
Melee - You must be within two steps of a target to attack them, you test with your melee pool, on a success you deal 1 point of lethal damage, on an exceptional success you deal 2 points of lethal damage.
  • Accurate: You receive a +2 bonus when using this weapon. This bonus applies both for purposes of determining whether or not your test pool is greater than your opponent's and whether or not you score exceptional success.
  • Antique: This weapon was created a long time in the past, possibly by your ancestors. Such an a venerated object can serve well as the basis for a fetish. A weapon with this tag sells for 3 times its normal value.
  • Armor Piercing: This weapon ignores the mundane bonuses and mundane special abilities of protective gear.
  • Artisan: This item is a true beauty to behold. Such a beautiful object can serve well as the basis for a fetish. Characters with 3 or more dots of a Craft skill who score an exceptional success while crating this item may add the Artisan quality; characters with 5 or more dots of a Crafts skill may add it without the need for an exceptional success. Adding this tag in either of those methods does not consume a quality slot (thus allowing a mundane item to have 3 tags). A weapon with this quality sells for three times normal value.
  • Balanced: This weapon is balanced for throwing. You can hurl such a weapon at any target within 10 steps by making an opposed challenge using your Dexterity attribute + Athletics verses the target's defensive test pool.
  • Brutal: If you win - not tie - the final test in a challenge while using this weapon and your test pool is greater than your target's pool, your attack scores an exceptional success. This effect occurs even if you lost or tied on a previous test in that challenge. This is an exception to the rule requiring you to win all tests in a challenge in order to be eligible for an exceptional success. Items with this quality require both hands to wield and cannot be wielded with another weapon. This weapon cannot posses the Concealable or Nimble quality.
  • Cold Iron: This weapon is made from iron that has never known the heat of a forge. This weapon inflicts aggravated damage to the fae and other individuals who are vulnerable to cold iron.
  • Concealable: This item is unusually small for its type and easy to miss on casual inspection. When in its sheath, in a pocket, or otherwise hidden, this weapon is impossible to notice visually. You must be physically patted down or targeted by supernatural powers for the item to be revealed. Weapons that require two hands to wield cannot benefit from this quality.
  • Deadly: When comparing test pools to see if you achieved an exceptional success with this weapon, you gain a +4 bonus to your test pool.
  • Disabling: This weapon is designed to remove an opponent's weapon from her grasp. While using this weapon, it does not cost a willpower to use the Disarm combat maneuver; however, as per any use of that combat maneuver, you deal no damage during a turn in which this maneuver is used.
  • Fast: This weapon is extremely thin and light allowing you to move with more agility. You receive a +3 bonus to your initiative when fighting with this weapon.
  • Flaming: This weapon is on fire, such as a torch. Even if the weapon is capable of having this quality, the quality is not always active. A character must spend a simple action to light the weapon on fire. Once lit, the weapon burns for 5 full turns, inflicting aggravated damage. While this weapon is on fire, characters wielding it suffer a -1 penalty on attack test pools.
  • Grappling: This weapon is designed to tie up and opponent. While wielding this weapon, you can perform the Grapple combat maneuver at a distance of up to 5 steps and without spending willpower. You can only use this benefit once per target, per fight.
  • Masterwork: This is a magnificent, one-of-a-kind item. It may have a story-related (non-combat) effect, such as the ability to create a soft musical sound when wielded. Such a unique object serves excellently as the basis for a fetish. ONLY characters with 5 or more dots in a Crafts skill who score an exceptional success while crafting this item may add the Masterwork quality to an item. This tag may not just be chosen without the above rule being used. The Masterwork tag does not consume a tag slot. A weapon with this quality sells for 5 times its normal value.
  • Nimble: This weapon is lighter than it has any right being, you are able to use this weapon to parry ranged attacks, this is an exception to the rule that ranged attacks cannot be parried. ONLY characters with 5 or more dots in a Crafts skill may make a weapon with this tag. This weapon cannot possess the brutal quality.
  • Trip: This weapon is designed to trip or knock people to the ground. While wielding this weapon, you can perform the Knock Down combat maneuver without spending willpower. You can only use this benefit once per target, per fight.
  • Impaling: This weapon is designed to pierce and impale organs. While wielding this weapon, you can perform the Pierce the Heart combat maneuver without spending willpower.
  • Reach: This weapon is long, possibly a spear or a staff. You can strike targets standing up to 4 steps away, rather than the typical 2. Items with this quality require both hands to wield and cannot be wielded with another weapon. This weapon cannot posses the concealable quality.
  • Quick Draw: This weapon is specifically designed to be drawn quickly and easily. You do not have to expend a simple action to draw this weapon, although you must still wait until your spot in the initiative order. Weapons that require two hands to wield cannot also have the Quick Draw ability.
  • Silver: This weapon is edged or made with silver. This weapon inflicts aggravated damage against Garou, Fera, and other characters vulnerable to silver. Make sure to check the Tempers page for rules on the effects of carrying silver.
  • Staking: Your weapon is made with a wooden tip. If this weapon is used in conjunction with the Pierce the Heart combat maneuver against a vampire, it will stake them.
  • Strange Composition: This weapon is edged with or made of some unusual material. It may inflict aggravated damage on creatures that are vulnerable to this material. Otherwise it just looks cool.

Ranged Weapons
Ranged - You must be within 40 steps of your target to attack them, you possess 15 normal pieces of ammunition for any given fight, and must restock before you may continue firing, on a success you deal 2 points of lethal damage, on an exceptional success you deal 3 points of lethal damage.
  • Accurate: You receive a +2 bonus when using this weapon. This bonus applies both for purposes of determining whether or not your test pool is greater than your opponent's and whether or not you score exceptional success.
  • Antique: This weapon was created a long time in the past, possibly by your ancestors. Such an a venerated object can serve well as the basis for a fetish. A weapon with this tag sells for 3 times its normal value.
  • Armor Piercing: This weapon ignores the mundane bonuses and mundane special abilities of protective gear.
  • Artisan: This item is a true beauty to behold. Such a beautiful object can serve well as the basis for a fetish. Characters with 3 or more dots of a Craft skill who score an exceptional success while crating this item may add the Artisan quality; characters with 5 or more dots of a Crafts skill may add it without the need for an exceptional success. Adding this tag in either of those methods does not consume a quality slot (thus allowing a mundane item to have 3 tags). A weapon with this quality sells for three times normal value.
  • Brutal: If you win - not tie - the final test in a challenge while using this weapon and your test pool is greater than your target's pool, your attack scores an exceptional success. This effect occurs even if you lost or tied on a previous test in that challenge. This is an exception to the rule requiring you to win all tests in a challenge in order to be eligible for an exceptional success. Items with this quality require both hands to wield and cannot be wielded with another weapon. This weapon cannot posses the Concealable quality.
  • Cold Iron: The ammunition being used is made from iron that has never known the heat of a forge. This weapon inflicts aggravated damage to the fae and other individuals who are vulnerable to cold iron.
  • Concealable: This item is unusually small for its type and easy to miss on casual inspection. When in its sheath, in a pocket, or otherwise hidden, this weapon is impossible to notice visually. You must be physically patted down or targeted by supernatural powers for the item to be revealed. Weapons that require two hands to wield cannot benefit from this quality.
  • Deadly: When comparing test pools to see if you achieved an exceptional success with this weapon, you gain a +4 bonus to your test pool.
  • Disabling: This weapon is designed to remove an opponent's weapon from her grasp. While using this weapon, it does not cost a willpower to use the Disarm combat maneuver; however, as per any use of that combat maneuver, you deal no damage during a turn in which this maneuver is used.
  • Fast: This weapon is extremely thin and light allowing you to move with more agility. You receive a +3 bonus to your initiative when fighting with this weapon.
  • Long Range: The weapon being used has a much greater range, allowing you to hit enemies within 100 steps rather than the typical 40.
  • Masterwork: This is a magnificent, one-of-a-kind item. It may have a story-related (non-combat) effect, such as the ability to create a soft musical sound when wielded. Such a unique object serves excellently as the basis for a fetish. ONLY characters with 5 or more dots in a Crafts skill who score an exceptional success while crafting this item may add the Masterwork quality to an item. This tag may not just be chosen without the above rule being used. The Masterwork tag does not consume a tag slot. A weapon with this quality sells for 5 times its normal value.
  • Trip: This weapon is designed to trip or knock people to the ground. While wielding this weapon, you can perform the Knock Down combat maneuver without spending willpower. You can only use this benefit once per target, per fight.
  • Knock Back: This weapon inflicts a serious amount of impact on its target. On a successful attack the attacker may choose to move their target back up to two steps (this must be away from where the attacker was shooting from, they cannot hit a target with Knock Back and make them step forward). Further, unless the target has at least as many dots of stamina as the attacker has of Strength they are knocked prone (if this attack comes from some tool that is not based on the attacker's strength then it is at Staff's discretion how much Stamina is required to avoid being knocked prone).
  • Quick Draw: This weapon is specifically designed to be drawn quickly and easily. You do not have to expend a simple action to draw this weapon, although you must still wait until your spot in the initiative order. Weapons that require two hands to wield cannot also have the Quick Draw ability.
  • Silver: This weapon's ammunition is edged or made with silver. This weapon inflicts aggravated damage against Garou, Fera, and other characters vulnerable to silver. Make sure to check the Tempers page for rules on the effects of carrying silver.
  • Staking: Your weapon's ammunition is made with a wooden tip. If this weapon is used in conjunction with the Pierce the Heart combat maneuver against a vampire, it will stake them.
  • Strange Composition: This weapon is edged with or made of some unusual material. It may inflict aggravated damage on creatures that are vulnerable to this material. Otherwise it just looks cool.

Armor
Each piece of armor is divided into three different kinds, Light, Medium, and Heavy. Each level of armor provides different bonuses and requirements; however, regardless of type each armor also comes with up to two Armor quality tags. Armor Health Levels are taken off first when taking damage, unless the attack pierces Armor. These health levels unlike normal health levels do not recover with time and the armor must be repaired. It is assumed that between each game you have any damaged armor repaired, if you wish for the health levels to be recovered during the game you need to find someone with the ability to do so. Armor has a minimum strength required to wear it, if you have less then the armor is too heavy for you to move easily in; if your strength is below the required level then you reduce your movement by one step, to a minimum of 1, and suffer a -2 penalty on all dexterity tests and initiative; this penalty stacks with any penalty that the armor already has.

Armor Sizes:
  • Light: Each piece of Light armor requires a minimum of strength two and gives 2 Armor Health Levels
  • Medium: Each piece of Medium armor requires a minimum of strength three and gives 4 Armor Health Levels, but provides a -1 penalty on all Dexterity tests and initiative
  • Heavy: Each piece of Heavy armor requires a minimum of strength four and gives 6 Armor Health Levels, but provides a -2 penalty on all Dexterity tests and initiative
Armor Qualities:
  • Ballistic: Designed to stop arrows or other types of ranged attacks, your armor grants you +2 on all dodge or soak challenges against any ranged attacks - May only be placed on Light Armor
  • Chest Plate: This armor has a hardened piece of metal over your chest and back shielding your chest from damage. You cannot be targeted by the Pierce the Heart combat maneuver - May be placed on any type of Armor
  • Concealable: Thin and easy to miss under thick clothes if one is not looking for it, you may wear your armor under your clothing and individuals will not notice it so long as there is sufficient cover unless they pat you down - May only be placed on Light Armor
  • Dense: Willing to sacrifice more mobility for more protection this armor increases it's penalty to Dexterity by 1, and increases the Armor Health Levels it provides by 2 - May only be placed on Heavy Armor
  • Full Body: Your armor is hardy and getting a clean hit on you is next to impossible, gain +4 to all defensive tests only for the purpose of resisting an exceptional success for your attacker - May only be placed on Heavy Armor
  • Hardened: Designed to deal with swords, spears, or other close range attacks your armor grants you +2 on all dodge or soak challenges against any close range attacks - May only be placed on Medium or Heavy Armor
  • Impact Absorption: You are not affected by the Knock back quality of ranged weapons and you are unaffected by the Knock Out or Knock Down combat maneuver as this armor spreads the blows around your body preventing such blows from having their desired effect - May only be placed on Medium or Heavy Armor
  • Lighter: Surprisingly light, your armor reduces all penalties associated with it by 1 (Medium Armor gives no penalty, Heavy gives only a -1 penalty - May only be placed on Medium or Heavy Armor

Shields
A useful tool for defense, unlike other equipment Shields do not have tags, they are simply divided into three categories Light, Medium, and Heavy.
  • Light: Small and easily maneuverable, gain +2 on all dodge/parry tests against close range attacks as you use your shield to throw off your attacker and move about them
  • Medium: Thick and with more weight, Medium shields allow for good protection against archers while not completely sacrificing their usefulness up close. Gain +1 on all dodge/parry tests against any type of attack, close or long range
  • Heavy: Weighty and powerful, enemies next to you can more easily dart around your shield, but against archers or other ranged attackers it forms a nearly impenetrable wall. Gain +2 on all dodge tests against long range attacks
Miscellaneous
All equipment that is not for battle falls under this category. There is additional equipment that may use tags not covered here.

Miscellaneous gear is non-combat equipment that may be used in other types of opposed challenges. This category of equipment includes items such as musical instruments, crafts-making tools, or scientific equipment, as well as many other things. Bonuses provided by miscellaneous gear cannot be used in any sort of combat challenge. You cannot gain bonuses from more than one piece of miscellaneous gear at a time.

When building a piece of miscellaneous gear, You must choose an ability or specialty that the item modifies.

Miscellaneous is measured 1-3
+1 Trait: is having a correct but unremarkable item. A set of working tools for crafting. Chisel for Masonry ect.
+2 Traits: Is having an artisan Quality set of tools (Made by someone with Crafts 3+)
+3 Traits: Is having a masterwork set of Tools (Made by someone with Crafts 5+)

Making Artisan Quality Miscellaneous Equipment
Artisan: This item is a true beauty to behold. Such a beautiful object can serve well as the basis for a fetish. Characters with 3 or more dots of a Craft skill who score an exceptional success while crating this item Can make artisan quality tools; characters with 5 or more dots of a Crafts skill may add it without the need for an exceptional success. Tools of this quality sells for three times normal value.

Making Masterwork Quality Miscellaneous Equipment
Masterwork: This is a magnificent, one-of-a-kind item. It may have a story-related (Non-Mechanical, non-combat) effect, such as the ability to create a soft musical sound when used. Such a unique object serves excellently as the basis for a fetish. ONLY characters with 5 or more dots in a Crafts skill who score an exceptional success while crafting this item may add the Masterwork quality to an item. Tools of this quality are invaluable