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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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