
Copyright 2003
White Wolf
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Weapons
The follow are the master Weapons and Armor list used by and Approved for use in the Habit of Being List. Please note that simply because the weapon or armor is listed here doesn’t mean that it is easily available to you. These are simply the guild lines which the ST team and Narrators have approved.
FIREARMS
Weapon Name |
Traits |
Damage |
Negative Traits |
Conceal ability |
Specials |
Assault Rifle |
+3 |
2 Lethal |
Loud |
None |
Spray, Full Automatic (30 round clip) |
Pistol |
+2 |
2 Lethal |
Loud |
Pocket |
None |
Pistol, Heavy |
+2 |
2 Lethal |
Loud |
Jacket |
High-caliber |
Rifle |
+3 |
2 Lethal |
Loud |
None |
High-caliber |
Shotgun |
+3 |
2 Lethal |
Loud |
None |
Spray, Mass Trauma |
Shotgun (Combat) |
+3 |
2 Lethal |
Loud |
None |
Spray, Mass Trauma, Full Automatic |
Spike Thrower |
+2 |
2 Lethal |
Loud |
None |
Staking |
Submachine Gun |
+2 |
2 Lethal |
Loud |
Jacket |
Spray, Full Automatic |
Sniper Rifle |
+3 |
2 Lethal |
Loud |
None |
High-Caliber, Two-Hand Requirement |
Taser |
+1 |
1 Lethal |
Clumsy |
Jacket |
Gives Negative Physical Trait: Clumsy for one round |
Flame Thrower |
0 |
2 Agg |
Clumsy, Hot, Heavy |
None |
Incendiary, Two=Hand Requirement, Spray |
Pistol (Machine) |
+2 |
2 Lethal |
Loud |
Jacket |
Full Automatic |
AMMO AND GUN MODIFIERS
Name |
Effect |
AP Rounds |
Makes gun Armor Piercing. Cannot be used with any type of shotgun, flame thrower or spike throwers. |
Dragons breath |
Makes shotgun Incendiary. Each time used, shotgun loses bonus trait. May only be used as shotgun ammunition. |
Laser Sight |
Grants +1 bonus trait after one full round of aiming. Cannot be used with any type of shotgun, flame thrower or spike throwers. |
Silencer |
Removes Negative Trait: Loud. Weapon loses one bonus trait. Cannot be used with any type of shotgun, flame thrower or spike throwers. |
Tracer Rounds |
Makes gun Incendiary. Each time used, gun loses bonus trait. May only be used as pistol ammunition. |
Starlight Scope |
Eliminates penalty for partial darkness after one full round of aiming. Cannot be used with any type of shotgun, flame thrower or spike throwers. |
RANGED WEAPONS
Weapon Name |
Traits |
Damage |
Negative Traits |
Conceal ability |
Specials |
Compound Bow |
+3 |
2 Lethal |
Fragile, Heavy |
None |
Armor Piercing, Staking, Destroy Shield, Two-Hand Requirement |
Short Bow |
+2 |
1 Lethal |
Fragile |
Trench coat |
Armor Piercing, Staking, Two-Hand Requirement |
Crossbow |
+2 |
2 Lethal |
Heavy, Slow |
None |
Armor Piercing, Destroy Shield, Staking, Two-Hand Requirement |
Dart |
+1 |
1 Lethal |
Clumsy |
Pocket |
None |
Long Bow |
+4 |
2 Lethal |
Fragile, Clumsy, Heavy |
None |
Armor Piercing, Staking, Destroy Shield, Two-Hand Requirement |
THROWN WEAPONS
Weapon Name |
Traits |
Damage |
Negative Traits |
Conceal ability |
Specials |
Molotov Cocktail |
+2 |
1 Agg |
Fragile |
None |
Incendiary, Spray |
Throwing Dagger |
+1 |
1 Lethal |
Clumsy |
Pocket |
None |
Shuriken |
+1 |
1 Lethal |
Clumsy |
Pocket |
None |
Rock |
0 |
1 Bashing |
Clumsy |
Pocket |
None |
Small Throwing Aze |
+2 |
1 Lethal |
Clumsy, Heavy |
Jacket |
None |
Throwing Spear |
+3 |
1 Lethal |
Clumsy, Heavy |
None |
Staking |
MELEE WEAPONS
Weapon |
Bonus |
Damage |
Neg |
Conceal |
Special |
Axe (Small) |
+2 |
2 Lethal |
Clumsy |
Trench coat |
Destroy Shield |
Axe (Large) |
+3 |
2 Lethal |
Clumsy, Heavy |
Trench coat |
Destroy Shield |
Baseball Bat |
+2 |
1Lethal |
Clumsy |
Trench coat |
None |
Bastard Sword |
+4 |
2 Lethal (one handed), simple test for 3 Lethal (two handed) |
Heavy, Clumsy |
Trench coat |
None |
Broad Sword |
+3 |
2 Lethal |
Heavy |
Trench coat |
None |
Broken Bottle |
+1 |
1 Lethal |
Fragile |
Jacket |
|
Cane |
+1 |
1 Bashing |
Clumsy, Fragile |
Trench coat |
None |
Chain Whip |
+2 |
1 Lethal |
Clumsy |
Pocket |
Speed |
Club |
+2 |
1 Lethal |
Clumsy |
Trench coat |
None |
Falchion |
+5 |
3 Lethal |
Heavy, Clumsy, Slow |
None |
None |
Fencing Blade / Rapier |
+3 |
1 Lethal |
Fragile |
Trench coat |
Speed |
Great Sword |
+5 |
3 Lethal |
Heavy, Clumsy, Slow |
None |
None |
Katana |
+3 |
2 Lethal |
Heavy |
Trench coat |
None |
Katana, True |
+3 |
3 Lethal |
None |
Trench coat |
Wins ties to resist breaking or shattering. |
Khukri |
+2 |
2 Lethal |
Short |
Trench coat |
Speed |
Knife |
+2 |
1 Lethal |
Short |
Pocket |
Speed |
Mace |
+2 |
1 Lethal |
Clumsy |
Jacket |
Destroy Shield |
Machete |
+2 |
1 Lethal |
Clumsy |
Trench coat |
None |
Morning Star |
+2 |
2 Lethal |
Clumsy |
Trench coat |
None |
Nunchaku |
+2 |
1 Bashing |
Short |
Jacket |
Speed |
Nunchaku (Bladed) |
+2 |
1 Lethal |
Short |
Jacket |
Speed |
Pole Arm |
+4 |
3 Lethal |
Clumsy, Slow |
None |
None |
Calvary Saber |
+2 |
2 Lethal |
Heavy |
Trench coat |
None |
Sash |
+2 |
1 Lethal |
Delicate |
Pocket |
None |
Scimitar |
+3 |
2 Lethal |
Heavy |
Trench coat |
None |
Short Sword |
+2 |
2 Lethal |
Short |
Trench coat |
Speed |
Spear |
+3 |
2 Lethal |
Heavy |
None |
Staking, Two-Hand Requirement |
Staff |
+3 |
2 Bashing |
Clumsy |
None |
None |
Stake |
+2 |
1 Lethal |
Short |
Jacket |
Staking |
ARMOR
Name |
Heath Levels |
Negative |
Concealability |
Ballistic Vest |
2 |
Heavy |
Jacket. Does not protect against melee weapons. |
Chain Mail |
2 |
Heavy |
Trench coat |
Leather Armor |
1 |
None |
Jacket |
Plate Mail |
3 |
Heavy, Clumsy |
None |
Reinforced Vest |
2 |
Heavy |
Jacket |
Riot Suit |
3 |
Heavy, Clumsy |
None |
SHIELDS
Name |
Bonus |
Health Levels |
Neg |
Concealability |
Special |
Large Shield |
+1 (defending only) |
3 |
Heavy, Clumsy |
None |
Protects against melee and unarmed attacks as well as ranged weapons and thrown weapons. |
Riot Shield |
+1 (defending only) |
4 |
Heavy, Clumsy |
None |
Protects against all manner of attacks. |
Small Shield |
+1 (defending only) |
2 |
Clumsy |
None |
Protects against melee and unarmed attacks. |
MISCELLANEOUS WEAPONS
Name |
Traits |
Damage |
Negative |
Concealability |
Special |
Brass Knuckles |
+1 |
2 Bashing |
None |
Pocket |
None |
Bottle |
+1 |
1Bashing |
Fragile, Short |
Jacket |
None |
Broken Bottle |
+1 |
1 Lethal |
Fragile, Short |
Jacket |
None |
Chain |
+1 |
1 Lethal |
Clumsy |
Jacket |
None |
GRENADES
Name |
Traits |
Damage |
Negative |
Concealability |
Special |
Fragmentation Grenade |
+1 |
2 Agg |
Clumsy |
Pocket |
Spray, Two-Hand Requirement |
Concussion Grenade |
+1 |
2 Lethal |
Clumsy |
Pocket |
Gives Negative Trait: Slow until damage is heald. Two-Hand Requirement, Spray |
Smoke Grenade |
+1 |
None |
Clumsy |
Jacket |
Gives Negative Trait: Clumsy while in smoke radius (6 steps). Two-Hand Requirement, Spray |
Tear Gas Grenade |
+1 |
None |
Clumsy |
Jacket |
Gives Negative Trait: Lethargic while in gas radius (6 steps). Two-Hand Requirement, Spray |
White Phosphorus Grenade |
+1 |
3 Agg |
Clumsy |
Jacket |
Two-Hand Requirement, Spray |
EXPLOSIVES
Name |
Damage |
Negative |
Concealability |
Special |
Black Powder or Blasting Powder |
1 Lethal (per unit) |
None |
Pocket |
Spray. Must have Ability: Demolitions x1 or higher to handle properly. Will only explode if packed into a bomb. Loose powder will only flare and burn. |
Dynamite |
2 Agg (per unit) |
Clumsy |
Jacket |
Spray, Mass Trauma. Must have Ability: Demolitions x2 or higher to handle properly. |
Napalm |
3 Agg (per unit) |
None |
None |
Incendiary, Spray, Mass Trauma. Must have Ability: Demolitions x3 or higher to handle properly. |
Plastique (C4) |
3 Agg (per unit) |
None |
Jacket |
Spray, Mass Trauma. Must have Ability: Demolitions x4 or higher to handle properly. |
Nitroglycerine |
2 Agg (per unit) |
Unstable |
Pocket |
Spray, Mass Trauma. Must have Ability: Demolitions x5 or higher to handle properly. |
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