Equipment & the Resources test needed to procure it may change drastically with setting & time.
Armor adds its rating to the character’s soak dice pool against bashing damage, lethal damage, and aggravated damage from fangs and claws. It does not protect against fire or sunlight. However, armor also subtracts a number of dice from dice pools related to bodily coordination and agility (most Dexterity-based dice pools). This is reflected in the penalty listing. Attackers may make targeting rolls to hit unprotected portions of a defender and thus ignore the armor by accepting a penalty to their Dice Pool equal to the Armor Rating.
|Name||Armour Rating||Armour Penalty||Resources||Special|
|Heavy Jacket||1||-||0||Only effective against Lethal and Bashing Damage|
|Leather Amour||2||-1||1||Looks Suspicious, Only effective against Lethal and Bashing Damage|
|Chain Shirt||1||-||2||Easily Hidden, Only effective against Lethal and Bashing Damage, -1 to Stake Tests|
|Breast Plate||1||-||3||-2 to Stake Tests|
|Full Plate||3||-1||4||Looks Very Suspicious, -2 to Stake Tests|
|Black Jack||1||Strength + 1 (Bashing)||Melee||Melee Rating||-||P|
|Club||0||Strength + 2 (Bashing)||Melee||Melee Rating||-||T|
|Mace||1||Strength + 3 (Bashing)||Melee||Melee Rating||-||T|
|Flail||2||Strength + 2||Melee||Melee Rating||-||N|
|Knife||0||Strength + 1||Melee, or Str x 2||Dexterity + Melee or Targeting Rating||-||J|
|Sword||2||Strength + 2||Melee||Melee Rating||-||T|
|Rapier||3||Dexterity + 1||Melee||Dexterity + Melee Rating||-||T|
|Hatchet||2||Strength + 2||Melee, or Str x 2||Melee or Targeting Rating||-||T|
|Axe/Greatsword||3||Strength + 3||Melee||Melee Rating||-||N|
|Fire & Oil||1||2 Fire||Strength x 10||Targeting Rating||-||N|
|Shotgun2||2||5 (-2 to Dodge)||20||1||2||T|
|Bow1||2||2 + Strength||50||Targeting Rating||-||N|
The maximum number of attacks the weapon can make per Turn.
The number of rounds a fire-arm can hold.
P = Can be carried in the pocket
J = Can be hidden in a jacket
T = Can be hidden in a trench coat
N = Cannot be concealed on the person at all.
Black Powder Rifle
As rifle, but +1 Damage, -5 Range, and takes 2 actions to reload.
Sword is concealed and difficult to tell it is a weapon. Resource cost +1, can be a rapier, saber (sword), or dagger.
As crossbow but +1 Resources.
1 May paralyze a vampire if driven through the heart. The attacker must target the heart (-4 penalty) and score three gross damage successes. Unless the weapon is aimed at the head or heart, it inflicts bashing damage on Kindred. It inflicts lethal damage versus mortals.
Crossbows require five turns to reload (one if a crossbow lever is procured).
2 Shotguns may fire both chambers as one action increasing the damage to 8.