Ranged Weapons

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Ranged Weapons

Unless otherwise modified by its equipment qualities, a ranged weapon requires one hand to wield and inflicts 2 points of normal damage. Ranged weapons may have up to 12 shots of ammunition capacity; note that certain weapons can carry fewer bullets than others at your Storyteller’s discretion. Reloading a ranged weapon requires you to be carrying the appropriate type of ammunition for that weapon, and it requires the expenditure of a simple action. By default, all ranged weapons have a range of 50 steps.

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

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 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.

Ammo Capacity I: This weapon holds up to 30 rounds, rather than the default maximum of 12.

Ammo Capacity II: This weapon holds up to 100 rounds, rather than the default maximum of 12. Items with this quality require both hands to wield and cannot be wielded ambidextrously with another weapon.

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.

Automatic: By expending 6 rounds of ammunition in a single burst, you can spray an area rather than targeting an individual. Choose up to three targets within three steps of each other. When targeting multiple enemies with this quality (up to three), you must make a separate opposed challenge against each of the defenders. Should you spend a point of Willpower to retest any of these opposed challenges, you also gain that retest for the remainder of the opposed challenges without spending further Willpower. If you spend a point of Willpower to retest after some challenges are resolved, you cannot go back to previous challenges you’ve lost and apply that Willpower retest retroactively. You inflict your victory condition on every target you defeat in this challenge. Weapons with the Automatic quality cannot also have the Spread quality.

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 test 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.

Cold Iron: This weapon carries ammunition 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. This weapon requires two hands to wield and cannot be wielded ambidextrously with another weapon.

Fast: This weapon is extremely aerodynamic in its use. You receive a +3 bonus to your initiative when fighting with this weapon.

Incendiary Ammunition: This weapon fires incendiary bullets or releases a narrow gout of flame. In either case, it inflicts aggravated damage on vampires.

Knockback: This weapon inflicts a serious amount of impact. On a successful hit with this weapon, you may choose to move your target up to 2 steps away from the point of impact. Further, targets that are not Stamina focused are knocked prone.

Long Range: This weapon has an exceptional range and an integrated scope. You may target individuals up to one-half mile away from your location. This weapon requires both hands to wield. Weapons with the Long Range quality cannot also possess the Spread quality.

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 create a thunderous, frightening noise or a bright light when fired. 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. Adding the Masterwork quality in this manner 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.

Rapid Reload: You do not need to expend a simple action to reload this weapon, although you must still wait for your turn in the initiative order.

Silver Ammunition: This weapon carries ammunition plated with or made of silver. This weapon inflicts aggravated damage against werewolves and other individuals who are vulnerable to silver.

Spread: You can spray a small area rather than targeting an individual. Choose up to three targets within one pace of each other. When targeting multiple enemies with this power (up to three), you must make a separate opposed challenge against each of the defenders. Should you spend a point of Willpower to retest any of these opposed challenges, you also gain that retest for the remainder of the opposed challenges without spending further Willpower. If you spend the Willpower to retest after some challenges are resolved, you cannot go back to previous challenges you’ve lost and apply that Willpower retest retroactively. You inflict your victory condition on every target you defeat in this challenge. This weapon cannot hold more than six rounds unless it also has the Ammo Capacity quality. Weapons with the Spread quality cannot also have the Automatic or Long Range qualities.

Staking: When fighting a vampire who has damage in her Incapacitated wound track, you may use this 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. A ranged weapon with the Staking quality requires both hands to wield and has an ammo capacity of 1. Further, ranged weapons with the Staking quality cannot benefit from qualities that increase ammo capacity.

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.


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