Difference between revisions of "StarHawk/JakkStuff"
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Type/Damage/Blast/Resources/Notes | Type/Damage/Blast/Resources/Notes | ||
IFRIT +6L/2m/1/Explodes releasing Fire | IFRIT +6L/2m/1/Explodes releasing Fire | ||
− | TOXIC Varies/10m/1[[StarHawk | + | TOXIC Varies/10m/1[[StarHawk/Poison]] gas or paralytic |
EARTH +7L/1m/2/Ignores regular armor | EARTH +7L/1m/2/Ignores regular armor | ||
THUNDER +6B/5m/1/Stuns. Ignores regular armor | THUNDER +6B/5m/1/Stuns. Ignores regular armor |
Latest revision as of 02:50, 9 June 2010
See if this helps. I did quite a bit of formatting. Up throuh Earth Wands. Have I mentioned you have some awesome stuff here?
Equipment And Weapons
Equipment
||||||||||Bags and Boxes||
||Item||Size||Wt||Resources||Effect||
||Metal Traveling Case||M-L||10-75#||1-2||--||
||Briefcase||M||2#||1||Innocuous||
||Contractor’s Field Bag||M||2#||1||Innocuous||
||Day Pack||S||2#||1||Innocuous||
||Handbag||S||1#||1-4||Innocuous||
||Range Pack||S-M||2-3#||2||--||
||Patrol Box||M||4#||2||Lockable||
||||||||||Clothing||
||Business||M||3#||2||--||
||Casual||M||2#||1||--||
||Formal||M||3#||2-3||--||
||Fatigues||M||3#||1-2||+1DStealth||
||Uniform||M||2#||1-2||Innocuous||
||Ghillie Suit||M||5#||2||+2D Stealth||
||Coat||M||2#||1-3||--||
||Jacket||M||2#||1-3||--||
||Overcoat||M||3#||1-3||--||
||Parka||M||3#||1-2||--||
||Equipment Vest||M||1#||1||--||
||Tool Belt||M||1#||1||--||
||||||||||Consumer Mystech||
||Portraiture Crystal||S||1#||1-4||30-50 images||
||Mirror Face||S||-||1-3||Hand held caller||
||Mana Net Tap||T ||-||1-2||Tap for Mana Net||
||Research/Work Mirror ||S ||5#||2-4||+1D Research||
||Recording Crystal||T||-||1-3||Easily hidden||
||Crystal Notebook||S||.5#||1-4||Tiny mirror||
||Comm Crystal-Earring||T ||-||1-3||Portable comm||
||||||||||Surveillance Gear||
||Black Crystal||T ||- ||2-4||+1 to+3D Larceny||
||Ward Detector ||T||-||2-3||+1D Occult|Larceny||
||Ward Defeater||T||-||3-4||+1D Occult|Larceny||
||Ward Tapper ||T||- ||2-3|| +1D Occult|Larceny||
||Night Vision Goggles||S||2#||2-3||+1D Perception||
||Ley Tapper||T ||-||2-4||Tap mirror leys||
||Ley Tap Detector||T||- ||2-4 Detect taps on ley||--||
||Ley Tracer ||T ||- ||2-4||Trace ley use||
||||||||||Professional Equipment||
||Bolt Cutters||M||5# ||1||+3D to breaks||
||Caltrops(25) ||S||2#||1||+2 Diff to pursue||
||Carriage opening Kit ||T||1#||2||--||
||Alchemical Kit ||M||6# ||2||--||
||Demolitions Kit||M||5#||2-3||20-30D explosives||
||Disguise Kit||M||5#||1-3||+1-2D Perform||
||Duct Tape||T ||1#||1||--||
||Mystech Tool Kit-Basic|| S || 2#||2||--||
||||Deluxe Huge||30#||3||+1D Craft||
||Evidence Kit-Basic ||M||6#||2||--||
||||Deluxe M||8#||3||+1D Investigation||
||Fake ID||T||--||2-5||--||
||First Aid Kit ||S ||3#||1||--||
||Forgery Kit ||S||3#||2||--||
||Handcuffs-Metal||T ||1# || 2 ||Str-14||
||Zip ties ||T ||-||1||Str-8||
||Instruments-musical||Var||Var ||2-4||--||
||Lockpicks-Basic||T||1# ||2||--||
||Lockpicks-Deluxe||T||1#||3||+1D Larceny||
||Mechanical Tool Kit||L||20#||2||--||
||||Deluxe H ||40# ||3||+1D Craft||
||Medical Kit||M||5#||2||+1D Medicine||
||Multi-tool||T||.5#||1||Jury rig tool||
||Spell Strip||Huge||20# ||3||Erases Bonds||
||Survival Kit||M||7# ||1||+1D Survival||
||Surgery Kit||M||5#||3||+2D Medicine||
||Backpack ||M||3# ||1||--||
||Binoculars-Basic ||S||2# ||1||--||
||Range Finding||S||3#||2||+1D Perception||
||Mystical||S||4#||3||+2D Perception||
||Light Sticks||T||- ||1||--||
||Climbing Gear||L||10#||2||+2D Athletics||
||Compass||T||-||1||--||
||Fire Extinguisher||M||3#||1||--||
||Flash Goggles||T||2#||1||--||
||Flashlight ||T-S||.5-5#||1-2||--||
||Gas Mask||S||5#||1||--||
||Maps-Road to Tactical||T||.5-1# ||1-3||--||
||Mesh Vest ||M||7#||1-2||Lots of gear||
||Portable Stove||T||1#||1||--||
||Rope-150' ||L ||12#||1||--||
||Sleeping Bag||M||4#||1-2||--||
||Tent-2-8 persons||M-L||4-10#||1-2||+1D Survival||
||Trail rations||T||1#||1||--||
Artifacts–Examples
Animated Tools-Lvl 3
Mystical tools that animate to assist any repair job. The owner must be within 30', and can direct their use. Allows the user to double his Craft successes while using these tools.
Arcanawebs–Lvl 3
Lacy web tattoos cris cross the bearer, adds +4D to all Stealth rolls, and allows the bearer to scale any surface without an Athletics Check. The bearer walks with silence, and tends to disappear if he stands in any one place too long.
Athletic Shoes–Lvl 2
Shoes that allow the bearer an additional +4D to Athletics checks, and double her normal sprinting and running speed, as well as her normal leaping and jumping.
Elsewhere Pack-Lvl 2
A backpack with an interior larger than its exterior. Depending on the size of the pack, the pack can carry anywhere from 30 cubic feet to 250 cubic feet. Living creatures can be placed in the pack, if they will fit in the mouth of the bag, but can only survive 10 minutes before they suffocate.
Burglar’s Friend-Lvl 3
These lock picks are mystically charged, and add +5D to all Larceny checks with them to detect traps, security, and detection Wards. They also allow the user to bypass any locks that are not mystically held as a free action. Mystic locks require a normal Larceny roll.
Light of Truth-Lvl 1
A disposable item used by the Dragon Blooded. When broken, these chem lights not only light, but they also reveal invisible, hidden, or Spirits that are dematerialized in a 10' radius. These sticks last one scene–or six hours..
Decoder Ring-Lvl 2
A cheap looking ring with several dials with several alphabets. Adds +4D to all Linguistic and Occult checks to decipher script.
Driving Ace Gloves-Lvl 2
Snug, leather racing gloves, add +4D to all Pilot checks.
Duct Tape of Repair-Lvl 2</br> Mystical duct tape, adds +5D to all Craft attempts to repair. Can be used a dozen times for medium sized jobs. Used to simply attach things, the tape will not tear or come off, unless a weapon of the Five Magical Materials is used.
Engine of Infernal Speed-Lvl 2
The vehicle this engine is attached to can double its normal speed, but when activating this ability, the vehicle produces an unholy whine, that causes all natural creatures to flee, and most Extras and mortals must make a Valor check to stay on the same road or street as it passes by.
Flame Job-Lvl 2
This paint job covers the front of a vehicle in wicked looking flames. Once a day, per point of Essence of the owner, the vehicle can burst into flames for a scene, dealing 8D of Lethal damage to any creature or object touching, or struck by the vehicle. Any creature standing next to the vehicle will take 4D Lethal. Normal combustibles flare up when in contact with the flames. Neither the vehicle or its occupants suffer from any ill effects from the flames, so long as they remain in the vehicle.
Fuzzy Dice of Luck–Lvl 2
When hung in a vehicle, the owner may re-roll one Pilot check, per point of Essence he has.
Shock Gauntlets–Lvl 3
Finely wrought metal gauntlets, impossible to conceal, but delicate enough to allow fine manipulations. The gauntlets allow the bearer to fire off a lightning bolt up the bearer’s Essence in times a day, and the Bolt does the bearer’s Essence+3DL. The Gauntlets also allow the bearer a +3D bonus to all Craft rolls involving mechanical or mystech devices.
Hidden Holster-Lvl 2
This holster hides a weapon from normal attempts to detect weapons. Charms have a +2 difficulty to detect a weapon concealed with the holster.
Lucky Deck-Lvl 2
Deck of cards that allows the owner a +4D bonus to all Larceny checks concerning gambling. The deck does not need to be used to grant this bonus, but if the deck is used to play cards, the bonus is doubled.
Nondescript Paint Job-Lvl 2
This paint job makes the vehicle less noticeable. It grants +5D to all Stealth checks, and +5D to all Pilot checks to throw a tail. Most people will simply forget the vehicle passed them, if they even notice it at all, beyond knowing that a carriage is coming to get out of the way.
Quick Draw Holster-Lvl 2
The holster allows the user to draw his weapon as a free action.
Survival Ring–Lvl 2
Ring allows the bearer to Soak one particular form of Lethal damage as if it were Bashing, and with an additional 4D of Resistance. Damage soaked can be reduced to nothing. Rings are set for one particular kind of damage to be reduced–fire, electricity, acid, water, cold, etc.
Leaping Ring-Lvl 1
Ring allows the user to add 4D to his Athletics score, and an additional 30' of leaping ability.
Hammer's Might-Lvl 2
Ornate ring can deliver a mystical attack, Essence gathering in a shimmering hammer head to strike at an opponent. Used against living creatures, the damage is equal to the Essence+4 of the user, in Bashing damage, and causes an immediate check for Knockdown. Used against inanimate objects, the damage is doubled.
Skates of Grinding-Lvl 3
These skates not only allow +4D to all Athletics rolls, they effectively quadruple the character’s sprinting speed, as well quadruple all leaping and jumping distances, they also allow the user to skate up walls, across ceilings, and across any surface. The skater can travel across water, any uneven surface, even ride up and over trees, down sheer cliff faces. Dangerous surfaces like lava or acid will still damage the wearer, though an Athletics check could allow the wearer to catch the sides of a spiked pit to allow him avoid damage.
Scholar's Friend-Lvl 1
These wire framed glasses allow the user to read as quickly as pages can turned. For one scene, the character can recall perfectly the contents, though to retain the information, she must make a Lore check.
Spirit Detector Lvl 3
A hand held mirror, that can detect unmanifested Spirits, the possessed, and reveals in its depths, the true face of any one exposed to it–such as those in disguise, Abyssals, or Demons will be revealed in their true forms.
Tattooed Armor-Lvl 2
The bearer is tattooed with plates and chain, the mystical tattoo gives the bearer an additional 5D of Soak. This Soak can be applied when attacks normally bypass armor.
Translator’s Earpiece–Lvl 2
A tiny molded earpiece, that allows the bearer to understand any spoken language in his presence.
Lucky Coat–Lvl 3
This unremarkable coat allows the user to retrieve useful items from its pockets at any time. Flashlights, knives, multi-tool, duct tape, Binaca, 150' rope, boltcutters, or the like. The Storyteller will determine the items that can be retrieved, but most often the items will be nondescript, but useful for the moment. In addition, the coat will store up to four items of the size of a rifle case in its depths, and can be retrieved easily. Weapons carried in this manner are undetectable by normal means, and unless the weapons are being actively drawn, are immune to detection by Charms.
Universal ID–Lvl 3
A slender card that changes form with the user’s desires, to become any form of ID, and will pass any normal checks to verify it. Can be used to bypass mystical locks and other security that require an ID.
Excellent Windbreaker-Lvl 1
A stylish windbreaker, that gives +4D to all Resistance rolls. The bearer can ignore all foul weather effects while wearing this jacket.
Windows of Deception-Lvl 1
The vehicle these windows are installed in can give any appearance to the driver and the passengers, that the driver wishes
Melee Weapons
For the Long Second Age, I prefer to use the PG stats for weapons. The following options are examples of the enchantments that are common. These options can be added to an existing weapon, or commissioned in the creation of the weapon. The cost of the enchantment is added to the cost of the weapon, and even if the weapon is being upgraded, the cost of the weapon must be factored in, as the smith will have to rework the weapon to add on the new enchantment.
Melee Options
Blood Drinker
Weapon drains blood with each strike, lending vitality to its user. Every two points of damage done, the user will gain +1 Strength for use the next round only, or it will heal 1 wound level immediately. Weapon will only confer this affect from living creatures, not Hungry Ghosts or Spiritual manifestations. Only from living creatures. Strength effect lasts only one round following the damage done, though if the character scores another hit, he may transfer that Strength bonus to the next round, but not stack onto the current rating. +3 Cost
Dedicated Weapon
Weapon does Aggravated damage against a particular type of foe. Lunars, Solars, Dragon Blooded, God Blooded, Fey, a particular kind of Spirit–such as Air Elementals, Hungry Ghosts–Beastmen, bears, wolves, sharks or any particular species, including mortals men. Will do normal damage against all others. Note: a Solar blade will do normal damage against mortals, and a Mortal blade will do normal damage to Solars or Lunars, or Dragon Blooded. +2 Cost.
Defender
Weapon adds +4D to all parry attempts. +1 Cost
Destroyer
The weapon deals triple damage to inanimate objects. +1 Cost
Elemental
Weapon has staff magics added, and can be used as a staff at range. Popular among the Dragon Blooded, as they can draw Essence from the weapon. Add cost of the staff or wand.
Faithful
Weapon will not draw when another attempts to use it, and will come when the user calls it. Appears at the user’s side, not in his hand. Can be stopped by Wards and Counter magic, but will teleport anywhere in the Creation.+2 Cost
Fey Blade–Light and easy to use. +3 Speed. +2 Accuracy. +3 Diff to detect with scrying or scanners. +2 Cost
Flaming–Weapon is mystically ablaze. +4DL from the flames enveloping the blade. +2 Cost
Freezing–Weapon is mystically cold. +4DL each time it hits from the intense cold. Can extinguish small fires, including mystically created blazes. Negates Flaming effect when parries such a weapon. +2 Cost
Hand of Might–Single use a day. Gives the user incredible Strength, for one action. Strength 8 for one single action. +2 Cost
Infinite Forms–The weapon has 10 set weapons that it can morph into, from bows to melee. It has a set default form, but can morph instantly into another. Exalts can trigger this effect in the middle of a round, but mortals cannot. The weapons have +2 Speed, +1 Accuracy, +1 Defense and +2L damage for their type, ranged versions are +2 Accuracy and +20% to range. +3 Cost
Lightning Bolt–Weapon can cast lightning bolts, equal to the effect of a Lightning Wand. Dex+Melee to use. Range 25. 7DL. Rate-1 +2 Cost
Merciful–The weapon deals only Bashing Damage. +1 Cost
Mighty Blade–A heavy, mystically enhanced blade.-2 Speed. +4 Damage, not die.+3 Cost.
Phantom Blade–Blade can strike dematerialized Spirits and ghosts. Must be able to see the entities to hit. +2 Cost
Poison Blade–Constantly sheens with poison. Choose poison to coat with. Must soak blade in poison of choice once a month, and can change toxins once a month. +2 Cost
Primium Battery–Weapon can hold an additional 10 Essence that the user can call on. +2 Cost
Primium Blade–Weapon acts as 3D Counter magic, and will store up to 10 Essence for the user. Weapon will hold Essence for a month. +2 Cost
Returner–Weapon returns when thrown. Usually on a mace or hammer. +1 Cost
Sharpness-Mystical sharpening provides an ever keen edge. Can be applied to any bladed weapon. +1 automatic success to damage, not die.. Shimmers a bit as the blade extends a few micrometers further than normal. +1 Cost
Singing Blade-Blade hums and sings, vibrating. Cuts exceedingly well. Can be coupled with Sharpness. +2Cost
Soul Drinker–Drains Essence from targets. Each strike it will drain 1 point of Essence for each point of damage done–target may “soak” this affect with his highest Virtue+Willpower. If target is drained of Essence, the weapon will do double damage, after the soak. Any killed by these blades will be trapped in the blade, and cannot be reincarnated until the weapon is destroyed. Half the points drained are shared with the user. +4 Cost
Speed–The weapon allows one extra attack per round. The attack is taken as a normal action, but the die cannot be split into any other action, but can be used on any target the character chooses. +3 Cost
Sun Blade–Blade is brilliant, pure energy. Ignores armor not made of the Five Magical Materials. +3 Damage, not die, and cannot be soaked by normal armors or parried by normal weapons. Does Aggravated damage to ghosts, Demons, and Malfeans. +3 Cost
Terror–Mystical aura surrounds the user. Must check Valor to approach the bearer. Failure means must spend Willpower to approach, and at +2 Difficulties. Botch will mean victim is frozen and fear, and cannot act, even to defend. +2 Cost
Thunder Shock–Weapon mystically shocks target when it hits. +6DB, and will conduct through metallic armor or a shield or metallic weapon if parried. Does not affect The Five Magical Materials +2 Cost
Warded–Weapon acts as +3D of Counter magic. Add +3D to resist any mystical effect, including flames, terror, or the like. +2 Cost
But the Cost of these enhancements can drive the cost of the weapon past Resources 5? WTF?
Yes, the cost of multiple enhancements drives the cost of some weapons well past Resources 5–at which point they should be treated as Artifacts. That goes for Firearms and Armor as well. A suit of super heavy plate that has the Spelled Suit option, becomes a 3 Point Artifact. Further enhancement brings it up higher. This is House rule that I use to simplify Artifact creation for NPC’s and if players want to create Artifacts on their own, but lack imagination. It doesn’t cover all situations, but it’s an easy rule of thumb and an ST can use it as a guide for quick and dirty Artifact creation. Players can still come up with Artifacts on their own, and I encourage it, but when coming up with NPC’s, it can make outfitting them a little easier, and gives a degree of customization for fairly standard items.
||||||||||||||||||||Examples of Artifact Weapons:|| ||Type||Speed||Accuracy||Damage||Defense||Rate||Req||Art||Range||Note|| ||Cannonade||+7||+0||+8L||+1||1||S-3||3||150|| P|| ||||||||||||||||||||Note: Cannonade do not fire normal rounds, but must be loaded with Bombard loads–10 max|| ||Crushfist||-5||+0||+4L||+3||1||S-3||1||No Range||P,C|| ||Direlance||+12||+2||+9L||+3||3||S-2 || 2||100||***|| ||Fire SmashFist||-3||+1||+5L||+3|| 7|| S-2||1 || 75||--|| ||God-Kicking Boot||-2||+2|| +6L|| +1|| 3||S-2||1||No Range||--|| ||Guncleaver||+5||+2||+8L||-1|| 4|| S-2|| 2 || 75||--|| ||Gunklaive*||+7||+3||+6L||+2||5||S-2||2||125||-- || ||Gunklaive, Grand*||+10||+2||+12L||-1||3||S-3|| 3||200||--|| ||Gunklaive, Reaper*||+9||+4|| +4L||+1||4||S-2|| 2||250||--|| ||Gunklaive, Reaver*||+7||+3||+9L||+0||4||S-2||2||150||--|| ||Gunklaive, Short*||+3||+4||+4L||+1||6||S-1||2||75||--|| ||Gunklaive, 9 Ring*||+3||+2||+7L||+1||4||S-2||2||125||--|| ||GunMaul||+7||+1||+6L||+1|| 4||S-2||1||100|| P|| ||GunMaul, Grand||+10||+0||+9L||+1||3||S-4||3||75|| P|| ||Lightning Torment Hatchet ****||+3||+2||+6L||+2||+3||S-2 D-3||5||20|| **|| ||||||||||||||||||||Note: This weapon is a thrown weapon, and accepts no ammunition, and cannot be used as firearm.|| ||Razor Claws||+0||+1||+5L||+1||6||S-1||1||No Range||--|| ||Serpent-Sting Staff*||+3||+0||+5L||+3||4||D-4, Ft-4||2||100||--|| ||Shot-hammer **||+6||+1||+6L (+8L)||4||S-3||2||30||***|| ||||||||||||||||||||Note: Shot hammers fire Shotgun rounds, and will not accept any other ammunition.||
- Weapon can be used to fire a burst
- Weapon can be thrown.
- Weapon can be used to engage mounted opponents without penalty.
- Targets lose -1 per hit to all their pools until end of scene, max -3
- Weapon can be used to engage mounted opponents without penalty.
- Weapon can be thrown.
- Weapon can be used to fire a burst
- P Weapon does Piercing damage
- C Weapon is a clinch enhancer
- Unless otherwise noted, all of the above weapons can be used as firearms. Due to the enchantment, they will accept any ammunition clip that is introduced, with some limitations. Unless noted, shotgun rounds will not be loaded into a Gunklaive, nor will bombard rounds. Any standard ammunition clip will be used by the weapons, from pistol to rifle rounds, and will do their normal damage base as a ranged attack as a product of the enchantments, but they are still limited by the number of rounds in the clip presented unless Charms are used.
||||||||||||||||Artifacts-Thrown|| ||Type||Accuracy||Damage||Rate||Range||Require||Artifact Rating||Notes|| ||Infinite Jade Chakram||+1||+4L||4||50||D-3||2||Returns|| ||Lightning Torment Hatchet||+1||+5L||2||20||S-2 D-3||5||Returns|| ||Sling of Deadly Prowess||+2||+4L||2||150||D-2||1||--||
||||||||||||||||Artifacts-Archery|| ||Type||Accuracy||Damage||Rate||Range||Require||Artifact Rating||Notes|| ||Short Powerbow||+2||+2L||2||250||S-2||2||--|| ||Long Powerbow||+1||+3L||2||50||S-3||3||--||
Firearms Cheap to produce and maintain. Firearms in the Realm Year, 2969, are common, used by peasants and barbarians to hunt, by the Realm to keep the peace. The culture of the Realm has long placed firearms in the hands of trained professionals, and all the Houses Major and Minor maintain armories. The peasants are restricted to hunting arms, slow cycling rifles and shotguns.
While the House’s Major and Minor, and the Legions keep pistols to arm officers, most Dragon Blooded prefer more elegant weapons. Pistols are more commonly associated with bounty hunters, slavers, and other more unsavory elements, including assassins. While a rifle can be used to bring down game and put food on the table, pistols are seen in the Realm to be used only for killing men. When the barbarians of the North first saw the Realm’s Legions use pistols against them, they thought the Legions were using magical hammers to call down thunder. This mistake led them to call them hammers, and the nickname stuck over the years, though pistols have fallen from favor from the Legions. In the Threshold and marginal elements in the Realm, pistols have maintained a certain romance and mystique. “Hammermen”, bounty hunters and outlaws and the others who make a living with the gun are seen as with a mixture of awe and revulsion. The “Hammer” is a romantic weapon, with great legends and tales associated with them.
Among the tribes near the Threshold one travels, there are often combination arms used. Small arms combined with small magazines nestled in tomahawks and clubs as the side arm of choice among some former barbarian tribes. More popular are combined arms with rifles styled to be used as war clubs for close combat. Seen as barbaric and savage, these arms are rarely seen deep in the Realm.
||Type||Accuracy||Damage||Clip||Rate||Range||Resources||Notes|| ||Nomad Wyrding||+2||5L||16||2||75||3||Custom built|| ||Heavy Hammer||+1||6L||8||2||50||2||Standard|| ||Light Hammer||+1||4L||18||2||50||2||Standard|| ||Surprise Pistol||+0||4L|| 4||1 or 4||45||1|| 4 Barrel Pepper box|| ||Peacemaker||+0||5L||9||3||50|| 2||+2Die to repair|| ||Fire Hawk-combo*||-1||5L||9||2||50||1||+1 Diff to clear|| ||Fire Club-combo**||-1||5L||13||2||50||1|| +1 Diff to clear|| ||.50 Storm Fury||-1||7L||18|| 2||100||3|| Custom built|| ||God’s Hammer||-1||10L||12||1||150||3||Str-3 to use||
- Can be used as +2L melee weapon
- Can be used as a +3L melee weapon
- Can be used as +2L melee weapon
||||||||||||||||Rifles & Carbines|| ||Type||Accuracy||Damage||Clip||Rate||Range||Resources||Notes|| ||Nomad High Power||+2||8L||26||2||1400||3||Fine sniper rifle|| ||Light Hunting||+1||4L||30||1||150||2||heap carbine|| ||Heavy Hunting||+1||5L||6||1||200||2||Standard hunting|| ||“1281" Magnum||+1||9L||8||1||1000||3||Heavy hunting rifle|| ||Realm Standard||+0||5L||30||2||30 300||3||Military favorite|| ||Heavy Rifle||+0||6L|| 40||3 or 10||300||3||Legion favorite|| ||Assault Rifle||+0||7L|| ||90.5 or 30||400||3||Elite’s favorite|| ||Nomad Battler*||+1||6L||40||3 or 10||300||3||Combination rifle-axe||
- Combined with a battle club. Can be used as a +5L melee weapon.
||||||||||||||||Shotguns|| ||Type||Accuracy||Damage||Clip||Rate||Range||Resources||Notes|| ||General Purpose||+1||6L||11||3||40||2||Hunting gun|| ||Sport||+1||5L||9||2||30||2||Sport model|| ||Double Barreled Sawed Off||+3|| 6L*||2||2||10||1||Cheap and easy|| ||Assault||+3||7L||45||2||10 40||3||Military version|| ||“Crusher” Tactical||+3||6L* ||8||3|| 10|| 3||Threshold favorite|| ||Multi-Magnum||+2 +4||7L||32||4||40||4||S-4 4 Barrel|| ||Ram Shot**||+3||6L|| 1||1|| 1||1||Hand load.|| ||Shot Staff***||+3||6L||6||1||2||1||Street weapon.||
- Subtract 1DL each meter past 5.
- Fire all four barrels at once. Str 4 to attempt. Firing all four barrels adds +8D to accuracy, and is considered an area attack. Normal dodge is not possible.
- Street weapon. Shotgun shell with a pressure pin or short stick. Shot is ineffective past range
- Fire all four barrels at once. Str 4 to attempt. Firing all four barrels adds +8D to accuracy, and is considered an area attack. Normal dodge is not possible.
- Subtract 1DL each meter past 5.
War Wands and Battle Staves
The weapons of choice of the Dragon Blooded and elite troopers of the Realm. Spelled to create gouts of elemental fury, these weapons are used by the elite of the Realm as hunting weapons and to protect their lives, as well as the favorite of the Legions’ officers.
Expensive to maintain, and to produce, these weapons rarely find their way to the hands of commoners. While these weapons can be used as short clubs and staves in close for melee, most Legionnaires prefer sword, mace, or spear in close. In the Realm, the Dragon Blooded often use blades that have been spelled with a wand or staff option, allowing them to make ranged attacks with their side arms. The true power of these weapons are for the Exalted who attune themselves with the weapons. Every charge will yield a single point of temporary Essence to recharge their pools. All Wands and Staves can be recharged at a Manse, focusing the Essence flows to refill their charge in a single round, or a connection to the Mana Net will allow a Wand or Staff to recharge at a rate of ten charges per second. Likewise, an Exalt can recharge their weapons with their own Essence pools at a rate of one charge per point of temporary Essence they put into the weapon.
Fire Wands
Fire wands are spelled to create sheets and gouts of flame. Fanning an area can cover a larger area, but with less heat. Staves can fire larger bolts, and are more effective to fan their flames, and the Lances of the Assault troops Legions are fearsome indeed. Bolts of flame can be shielded against, but not normally parried with weapons. Fanned flames cannot be normally dodged either as they count as an area effect. Fanning flames expends charges much faster. Wands can be used as clubs in melee, staff for staff, and lance statistics for lance.
Note: the second Rate is the number of charges spent for fanning. Fanning requires a full round, and while doing so the charcter can take no other action, unless they have Charms that woul allow them.
||Type||Accuracy||Damage||Clip||Rate||Range||Resources|| ||Fire Wand||+2||6L 3L||50||2 or 15||150||2|| ||Fire Staff||+1||7L 3L||40||3 or 20||300||3|| ||Fire Lance||+0||9L 5L||50||3 or 25||300||3|| ||Assault Lance*||+0||12L 6L||100||3 or20||500||4||
- Requires a mount, and Strength 4 to use. Cannot be used in melee
Lightning Wands Arcing a bolt of lightning, these wands are popular with line troops, as well as Air Aspects. In addition to the burns that result, targets must make a Stamina+Resistance check at a +2 difficulty. Failure results in the target being stunned. Botching the roll results in an added +2L in damage as well. Even if the target makes the check, he is at a +2 Difficulty to all actions for the next round. Wands can be used as clubs in melee, staff for staff, lance statistics in melee.
||Type||Accuracy||Damage||Clip||Rate||Range||Resources|| ||Lightning Wand||+2||6L||10||1||50||2|| ||Lightning Staff||+1||7L||25||1||75||3|| ||Lightning Lance*||+0||9L||50||1||200||4||
- Requires a mount, or Strength 4 to use. Cannot be used in melee
Ice Wands Spelled wands that use extreme cold, either in a wide cone, or a concentrated burst. The cone will encase an object in ice, while a concentrated burst will freeze a foe. Often used by Water Aspects. Can be used to counter Fire Wands, and protect against fire by throwing up a sheet of ice to use as a shield. This effect can only be done with the cone setting, and each success on the Firearms check can be used as a Parry against incoming fire. Wands can be used as clubs in melee, staff for staff, lance for lance.
Note: the cone setting Rate is the number of Charges expended. The action is considered a full round action, covers an area of effect, and while using the cone option, the character cannot take any other action, unless they have Charms that would allow this.
||Type||Accuracy||Damage||Clip||Rate||Range||Resources|| ||Ice Wand||+2||+6L +3B*||50||2 or 15||150||2|| ||Ice Staff||+1||+7L +3B*||40||2 or 20||300||3|| ||Ice Lance||+0||+8L +4B*||50||2 or 20||500||3|| ||Assault Lance**||-1||+12L +6B*||100||2 or 20||800||4||
- Damage is equal to the number of Strength+Athletics to free self from the ice.
- Requires a mount, or Strength 4; to use. Cannot be used in melee
- Damage is equal to the number of Strength+Athletics to free self from the ice.
Earth Wands Spelled wands that tap into the Elemental Pole of Earth. While the wands can create a volley of stones to crush and kill, the more common use is to create shockwaves to stun. Wands can create avalanches and trigger mines when used properly, though most often it requires Earth Aspects to use these weapons to their full potential. Wands can be used as clubs in melee, staff for staff.
Note: The first damage rate is for the shock effect, the second for rock volleys. The first Range rating is for the shock effect, the second for the rock volleys.
||Type||Accuracy||Damage||Clip||Rate||Range||Resources|| ||Earth Wand||+1||+6B +8L||25||1||50 or 200||2|| ||Earth Staff||+1||+8B +12L||50||1||50 or 300||3|| ||Earth Lance*||-1||+12B +20L||100||1||100 or 500||4||
- Requires mount or Strength 5 to use. Cannot be used in melee.
Paralyzation Wands Used for non-lethal capture, these wands stun their targets. These weapons are incapable of doing Lethal damage, even if Bashing levels take incurred exceed the Health Levels of a target. For each “wound” beyond Incapacitated, the target will be paralyzed an extra hour.
Note:These Stun effects are considered an area effect, and cannot normally be dodged nor parried, and the Stun effect ignores all armor, save for the Five Magical Materials. Often used by the police and slavers. The headache that follows being stunned requires a Conviction check to perform any but the simplest of actions without spending Willpower for at least an hour following waking up.
Wands can be used as clubs in melee, staff for staff, and lance statistics for lance.
Type/Accuracy/Damage/Clip/Rate/Range/Resources Stun Wand +0/+8B/100/ 1/50/ 2 Stun Staff +2/+12B/ 100/1/75/3 Stun Lance +3/+18B/100/1/150/3
Elemental Bombards Spelled to contain Elementals and Demons, these devices are cheaply made, and hand tossed grenades. Once the Binding is damaged, the grenade releases the Demon or Elemental. All bombards are thrown weapons, and of a uniform size and shape.
Type/Damage/Blast/Resources/Notes IFRIT +6L/2m/1/Explodes releasing Fire TOXIC Varies/10m/1StarHawk/Poison gas or paralytic EARTH +7L/1m/2/Ignores regular armor THUNDER +6B/5m/1/Stuns. Ignores regular armor RIPPER +8L/5m/1/Anti-Personnel SALAMANDER +10L/6m /1/ncendiary. 3 rounds effect SMOKE MEPHIT N/A/10m/1/Smoke Screen or signal LIGHT MEPHIT N/A/5m/1/ Blinding or signal GREMLIN N/A/15m /2/Glitches tools, vehicles, mech BINDING N/A/3m/2 /12 Strength Bands DUST MEPHIT +4B/5m/ 1/ +2 diff to all rolls-5 rounds SHOCK MEPHIT +7B/5m/1/Shock +2 Diff to rolls nxt rnd FLARE MEPHIT N/A/50m/1/Illuminates area. SILENCE N/A/15m/1/+3D Stealth or ruins communication GRAND IFRIT +10L/15m/2/Staff fired* GRAND EARTH +14L/6m/ 2/ Staff fired*
- Use normal thrown ranges, but staff used expends one charge to power
Bombard Launcher +0 Accuracy, 250m range, 8 rounds. Considered Heavy-Strength 3
Daemon Launcher +2 Accuracy 1600m range 50 rounds. Strength 5 to use without mount.
Dragon Breather Siege and battlefield versions of the Fire Lance. Cast fireballs over long range. Type/Accuracy/Damage/Blast/Clip/Rate/Range/Resources Light +0 +14L 2m 100 1 1000 3 Medium +0 +16L 4m 100 1 2000 4 Heavy +0 +20L 8m 100 1 4000 5 Siege +0 +26L 10m 100 1 6000 6
Storm Casters Harnessing powerful Air Spirits, these Lances focus powerful bolts of lightning. While powerful, these weapons can only fire once every three rounds. The power build up is impressive, and loud.
Type/Accuracy/Damage/Blast/Clip/Rate/Range/Resources Light -1 +18L 5m 50 1 1000 4 Heavy -2 +22L 10m 50 1 2000 5 Assault -3 +28L 15m 50 1 3000 6
Blizzards The weapons fire blasts of intense cold, that explode on impact in a hail of frost and ice. Often used in tandem with Dragon Breathers to break down walls. Used in direct tandem, Dragon Breathers gain double their amount of successes to damage walls, added to their base.
Type/Accuracy/Damage/Blast/Clip/Rate/Range/Resources Light +0/+14L/2m/100/1/1000/4 Medium +0/+16L/4m/100/1/2000/ 4 Heavy +0/+20L/8m/100/1/4000/ 5 Assault +0/+26L/10m/100/1/ 6000/6
Quakers These Earth based weapons, cause tremendous seismic shocks that cause structures to shake themselves apart. Living targets are unaffected by these weapons normally, though when structures shake themselves apart, there is usually a good deal of falling debris. All structures directly in front of the weapon, in range, are affected. Inanimate Constructs like Golems or Alchemical Exalted are affected by these devices.
Type/Accuracy/Damage/Clip/Rate/Range/Resources Light +2/+28L/50/1/600/ 4 Siege +2/+38L/25/1/800/ 5 Structures and buildings, and any inanimate objects not made of the Five Magical Materials will be shaken by the blast, in a radius centering on the Quaker drums. Areas with loose, or unstable ground are unsuitable to this weapon, as the weapon will bury itself. Not used in sieges requiring towers or other structures.
DECAY Bolters Festooned with black and blasphemous sigils, these Lances are evil weapons rarely seen outside sieges, and are often more demoralizing on the troops using these weapons, than those being fired upon. When firing, the weapon howls with an unholy whine, that force all troops in range of the weapon to check Valor, each time they fire. Failure means they must spend Willpower to stay. Exalted are not affected this way.
The weapons fire distilled Decay, pure globes of the Abyss. In order to fire, the weapon must be primed with the Essence stolen from the Hungry Dead. Each weapon will fire as often as the crews can stand, but only for that day. For each sunrise, the weapon must be recharged both with a human sacrifice as well as a Hungry Ghost. Without such a sacrifice, the weapon will become useless.
Type|Accuracy|Damage|Blast|Rate|Range|Resources Light +1/+18L/5m/1/2000/5 Heavy +0/+24L/10m/1/3000/6 Note: damage from the Bolter continues to do base damage for 3 rounds, unless it can be scraped away. If an object is destroyed in the first round, the splash will continue through walls and floors. Note: Only objects of the Five Magical Materials can soak DECAY. Damage is Aggravated, and sometimes takes a while to finish its work.
Balefire Dragoons Ornate, heavy, ponderous, these Daemon possessed engines of destruction stride into battle, slower than War Golems, but able to target with only a word from the Sorcerer-Gunner. Dragoons spit out Balefire–greenish-blue flames that come straight from the Yozi. Mortals can only dodge the fire, they cannot soak or parry Balefire. Balefire is Aggravated damage.
Dragoons are difficult to control, and are notorious for being as destructive to their lines as the enemy. Care must be taken in placement and use of these horrible weapons. Balefire not only destroys flesh, but corrupts the souls of those consigned to its flame. Souls are sent directly to the Yozi, and are lost to the Creation. Exalted souls cannot be corrupted in this fashion, but they are touched, and marked in their next incarnation.
If a gunner botches an attack roll, the Dragoon runs out of control for one round for each level of the botch. The Dragoon will fire at whatever target the Storyteller deems worthy. Dragoons seek to be as destructive as possible, and they don’t care which side they destroy. Crews who guide these weapons often hear them whispering. Areas hit with this weapon are touched with the Infernal Taint, crops sicken, children born in bombarded areas are mewling, twisted things, best put out of their misery. Those who survive the effects of a Dragoon, are scarred with greenish pits and lashes, and have a tendency to attract Hungry Ghosts and other creatures of Malfeas, who find the character to be irresistible. This effect can be cleansed by Charms and Sorcerery, but mortals often succumb to the call of the Yozi, who they will hear for the rest of their days, calling to them from their Tainted flesh.
Type|Accuracy|Damage|Blast|Rate|Range|Resources Spitter -1/+12DL/2m/1/500/4 Viper -2/+14L/2m/1/500/4 Flambeau -3/+18L/3m/1/500/5 Inferno -4/+24L/3m/1/600/5 Diable -5/+28L/4m/1/1000/ 6
Elemental Caster Catapults that launch glass globes across enemy lines. When the glass shatters, the Elementals contained are released, and will act according to the orders given them by the Sorcerer-Gunner that bound them. These Elementals can be dispelled by the Sorcerer-Gunner, and are often called on to watch the shifting lines of battle to call off their Elementals from attacking friendly troops. If the Gunner is killed before the Elemental is dispelled, it will act according to the letter of its orders, and then disappear in 10 minutes.
||Type||Accuracy||Rate||Range||Resources|| ||Light Mortar||+2||1||1000||2|| ||||||||||Common to most Realm Units. Man portable and easy to set in place.|| ||Medium Mortar||+1||1||2000||2|| ||||||||||Common, and heavy. Two man team neccessary to operate.|| ||Heavy Mortar||+0||1||3000||3|| ||||||||||Common support mortar. Requires 2 man team to operate and move.|| ||Siege Mortar||+0||1||4000||4|| ||||||||||Heavy support cannon. Has own carriage to move, requires 3 man team.|| ||Kriegsmortar||+0||1||6000||5|| ||||||||||Emplaced cannon--requires 4 man team to operate. Not normally moved.||
Firearms Options
Armor Piercing-Weapon ignores normal armor, though Charms to resist damage, and Parry and Dodge Charms will add protection. Armor made of the Five Magical Materials is unaffected by this effect. +2 Cost
Dead Eyed-Weapon is much more accurate, covered with runes and sigils, the weapon adds +3D to Accuracy, and reduces range modifiers. +2 Cost
Dedicated Weapon–Weapon does Aggravated damage against a particular type of foe. Lunars, Solars, Dragon Blooded, God Blooded, Fey, a particular kind of Spirit–such as Air Elementals, Hungry Ghosts–Beastmen, bears, wolves, sharks or any particular species, including mortals men. Will do normal damage against all others. Note: a Solar gun will do normal damage against mortals, and a Mortal gun will do normal damage to Exalts. +2 Cost.
Defender–Weapon adds +4D to all Parry/Dodge attempts. +2 Cost
Elemental Lens-The weapon has a lens to focus a Dragon Blood’s anima effect. Requires 5 motes to attune, or an additional 2 if added to an Artifact. Two lenses cannot be used on the same device. The Lens allows the Dragon Blood to create a +4L Elemental attack, create an Elemental Burst that does 3L for each mote invested or increases damage radius (Permanent Essence+motes spent in yards) Total motes spent cannot exceed Stamina. +2 Cost.
Faithful–Weapon will not draw when another attempts to use it, and will come when the user calls it. Appears at the user’s side, not in his hand. Can be stopped by Wards and Counter magic, but will teleport anywhere in the Creation.+2 Cost
Fey Gun–Light and easy to use. +3 Speed. +2 Accuracy. +3 Diff to detect with scrying or scanners. +2 Cost
Flaming–Shells mystically blaze. +4DL from the flames. +2Cost
Freezing–Shells are mystically cold. +4DL each time it hits from the intense cold. Can extinguish small fires, including mystically created blazes. +2 Cost
Ghost Killer-Weapon can hit dematerialized spirits and other entities. +∙∙ Cost.
God’s Gun–Weapon fires pure, brilliant energy. Ignores armor not made of the Five Magical Materials. +3 Damage, not die, and cannot be soaked by normal armors or parried by normal weapons. Does Aggravated damage to ghosts, Demons, and other creatures of the Malfeans. +3 Cost
Hidden-Weapon is easily concealed, whether in a sleeve, or a pocket. Add +4D to Stealth attempts to hide the weapon. +1Cost
Mighty Blast–A heavy, mystically enhanced weapon.-2 Speed. +4 Damage, not die.+3 Cost.
Merciful-Weapon inflicts Bashing damage only. +1 Cost.
Phantom Bullets–Bullets can strike dematerialized Spirits and ghosts. Must be able to see the entities to hit, but when invoked, bullets will pass through material objects without penalty, including the living without harm. Activated as a free action, but this option cannot be used against physical creatures and dematerialized creatures in the same round. Bullets can strike Possessing Spirits without harming host. Effective against Golems, as the shells strike the Spirit animating them, leaving the host unharmed. +2 Cost
Poisoned Blast–Shells are coated with a toxin, or the blast itself is toxic Choose poison. Must soak weapon in poison of choice once a month, and can change toxins once a month. +2 Cost
Powerful-Mystical improvements to caliber provides more damage to ranged attacks. Can be applied to any weapon with a ranged attack. +1 automatic success to damage, not die. +1Cost
Primium Battery–Weapon can hold an additional 10 Essence that the user can call on. +2 Cost
Primium Gun–Weapon acts as 3D Counter magic, and will store up to 10 Essence for the user. Weapon will hold Essence for a month. +2 Cost
Seeker-Weapons ignores cover, and all normal Parry or Dodge attempts. +2 difficulty if the wielder cannot see the target because of cover, but can still fire. Fire bends and twists to pursue a target. +3 Cost.
Soul Drinker–Drains Essence from targets. Each strike it will drain 1 point of Essence for each point of damage done–target may “soak” this affect with his highest Virtue+Willpower. If target is drained of Essence, the weapon will do double damage, after the soak. Any killed by these weapons will be trapped in it, and cannot reincarnate until the weapon is destroyed. Half the points drained are shared with the user. +4 Cost
Speed–The weapon allows one extra attack per round. Extra Action Charms may be stacked on top of this bonus. The user’s normal action may be used any way they see fit, but the extra attack granted by the weapon may only be used for a single attack. +3 Cost
Terror–Mystical aura surrounds the user. Must check Valor to approach the bearer. Failure means must spend Willpower to approach, and at +2 Difficulties. Botch will mean victim is frozen and fear, and cannot act, even to defend. +2 Cost
Thunder Shock–Weapon mystically shocks target when it hits. +6DB, and will conduct through metallic armor or a shield or metallic weapons if parried. The effect does not conduct through The Five Magical Materials +2 Cost
Warded–Weapon acts as +3D of Counter magic. Add +3D to resist any mystical effect, including flames, terror, or the like. +2 Cost