Melee Weapons

From SBMWiki
Jump to: navigation, search

Melee Weapons

Unless otherwise modified by its equipment qualities, a melee weapon requires one hand to wield and inflicts 1 point of normal damage. Most melee weapons are somewhat archaic or unusual, and carrying one openly can attract unwanted attention.

When building a piece of melee equipment, you may choose up to two qualities from the following list:

Accurate: You receive a +2 wild card 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 successes.

Antique: This weapon was created generations ago. While it may have some minor negatives (it may be more fragile or more difficult to use), it is also rarely considered a weapon by standard law-enforcement individuals. You can usually convince mortals that the weapon is nonfunctional, purely prop or artistic, and thus can more easily smuggle it into otherwise weapons-restricted areas. A weapon with this quality sells for three times normal value.

Armor Piercing: This weapon ignores the bonuses and special abilities of protective gear.

Artisan: This item is an exquisite, artistic example of its kind. This item’s beauty will trigger the clan weakness for members of the Toreador clan. Characters with a Crafts skill of 3 or higher who score an exceptional success while creating this item may add the Artisan quality; characters with a Crafts skill 6 or higher may add the Artisan quality without needing an exceptional success. Adding the Artisan quality in this manner does not consume a quality slot. A weapon with this quality sells for three times normal value.

Balanced: This weapon is balanced for throwing. You may hurl such a weapon at any target within 10 steps by making an opposed challenge using your Physical attribute + Athletics versus the target’s Physical attribute + Dodge.

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 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 ambidextrously with another weapon. This weapon cannot possess the Concealable quality.

Cold Iron: This weapon is made from cast, poured, or “pig” iron: iron that has never “known the heat of a forge.” This weapon inflicts aggravated damage against 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, targeted by supernatural powers, or targeted with an electronic detector in order for the weapon to be revealed. Weapons that require two hands to wield cannot benefit from this quality.

Deadly: When comparing test pools to see if you achieve an exceptional success when using this weapon, you gain a +5 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 aerodynamic in its use. You receive a +3 bonus to your initiative when fighting with this weapon.

Flaming: The weapon is on fire, such as a torch or a lit flare. Even if a 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 will burn for 5 full turns. Flaming weapons inflict aggravated damage to vampires. While the weapon is on fire, characters wielding it suffer a -2 penalty to attack test pools.

Impaling: This weapon is designed to pierce and impale organs. While wielding this weapon, you may perform the Pierce the Heart combat maneuver without spending Willpower.

Masterwork: This is a magnificent, one-of-a-kind item. This item’s beauty will trigger the clan weakness for members of the Toreador clan. It may have one story-related (non-combat) effect, such as the ability to sever chains or create a soft musical sound when wielded. Characters with a Crafts skill of 5 or higher who score an exceptional success while creating this item may add the Masterwork quality to that item. The Masterwork quality does not consume a quality slot. A weapon with this quality sells for five times normal value.

Quick Draw: This weapon is specifically designed to be drawn quickly. You do not need to expend a simple action to draw this weapon, although you must still wait for your turn in the initiative order. Weapons that require two hands to wield cannot also have the Quick Draw quality.

Reach: This weapon is particularly long, like a halberd or a staff. You can strike targets standing up to four steps away, rather than two. Items with this quality require both hands to wield and cannot be wielded ambidextrously with another weapon. This weapon cannot possess the Concealable quality.

Silver: This weapon is edged with, plated with, or made of silver. This weapon inflicts aggravated damage against werewolves and other individuals who are vulnerable to this metal.

Staking: When fighting a vampire who has damage in her Incapacitated wound track, you may use this wooden weapon in combination with the Pierce the Heart combat maneuver to stake that vampire. You must still pay all costs for the Pierce the Heart combat maneuver.

Strange Composition: This weapon is edged with, plated with, or made of some unusual material. It may inflict aggravated damage on creatures that are vulnerable to this material, at your Storyteller’s discretion. Otherwise, it just looks cool.

Trip: This weapon is designed to trip or knock people to the ground. While wielding this weapon, you may perform the Knock Down combat maneuver without spending Willpower. You can only use this benefit once per fight.


Items cards

Main Rules Page