Equipment

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Equipment

Equipment & the Resources test needed to procure it may change drastically with setting & time.

Armor
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
Shield 1 -1 2 Looks Suspicious
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

Weapons

Melee Weapons Resources Damage Range Rate Capacity Conceal
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
Stake1 1 Strength Melee - - T
Ranged Weapons Resources Damage Range Rate Capacity Conceal
Light Revolver 2 3 12 3 6 P
Heavy Revolver 3 5 35 2 6 J
Fire & Oil 1 2 Fire Strength x 10 Targeting Rating - N
Rifle 3 7 100 1 5 N
Shotgun2 2 5 (-2 to Dodge) 20 1 2 T
Bow1 2 2 + Strength 50 Targeting Rating - N
Crossbow1 3 5 20 1 1 T

Rate
The maximum number of attacks the weapon can make per Turn.

Capacity
The number of rounds a fire-arm can hold.

Concealment
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.

Special*

Black Powder Rifle
As rifle, but +1 Damage, -5 Range, and takes 2 actions to reload.

Cane Sword
Sword is concealed and difficult to tell it is a weapon. Resource cost +1, can be a rapier, saber (sword), or dagger.

Crossbow Lever
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.

Equipment

MDCCCXCIV Vivika