REQUESTING EQUIPMENT
+equipreq: <item name> (<itemnumber>)=<details>
Always include the item number in your details, as well as your relevant stats and levels for equipment: Resources / Crafts / Equipment.
Equipment with an X for price can not be justified with Resources.
Melee
Axes
Weapon
|
Diff
|
Dam
|
Type
|
Hide
|
Bk/Pg
|
$
|
Notes
|
101 Hatchet
|
6
|
1
|
L
|
J
|
M20/450
|
0
|
|
102 Tomahawk
|
6
|
2
|
L
|
J
|
M20/450
|
1
|
|
103 Axe
|
7
|
3
|
L
|
N
|
M20/450
|
1
|
|
104 Great Axe
|
7
|
6
|
L
|
N
|
M20/450
|
3
|
Two-handed weapon; very heavy – requires min. Strength 3 to employ.
|
105 Polearm
|
7
|
3
|
L
|
N
|
M20/450
|
1
|
Requires two hands to employ properly; +2 difficulty if used one-handed.
|
Blades
Weapon
|
Diff
|
Dam
|
Type
|
Hide
|
Bk/Pg
|
$
|
Notes
|
106 Stiletto
|
4
|
1
|
L
|
P
|
M20/450
|
1
|
Penetrates up to three points of armor.
|
107 Knife
|
4
|
1
|
L
|
P
|
M20/450
|
1
|
|
108 Short Sword
|
5
|
2
|
L
|
J
|
M20/450
|
2
|
|
109 Sword
|
6
|
2
|
L
|
T
|
M20/450
|
1
|
|
110 Broadsword
|
6
|
3
|
L
|
T
|
C20/286
|
2
|
Weapon gains +1 damage if used two handed.
|
111 Katana
|
6
|
3
|
L
|
T
|
M20/450
|
2
|
May be used two-handed for an additional +1 damage die.
|
112 Great Sword
|
5
|
6
|
L
|
N
|
M20/450
|
4
|
Two-handed weapon; very heavy – requires min. Strength 3 to employ.
|
113 Klaive
|
6
|
2
|
A
|
J
|
W20/302
|
X
|
Silver weapons — damage cannot be soaked by werewolves except in breed form.
|
114 Grand Klaive
|
7
|
3
|
A
|
T
|
W20/302
|
X
|
Silver weapons — damage cannot be soaked by werewolves except in breed form.
|
115 Sai
|
5
|
1
|
L
|
J
|
M20/450
|
1
|
+1 to dice pool when used to block, +2 to dice pool for disarm attempts.
|
116 Hook Sword(s)
|
7
|
3
|
L
|
T
|
M20/450
|
1
|
Used as pair, requires two hands to employ properly; +2 difficulty if used one-handed, +1 to dice pool when used to block, +2 to dice pool for disarm attempts.
|
Clubbing Weapons
Weapon
|
Diff
|
Dam
|
Type
|
Hide
|
Bk/Pg
|
$
|
Notes
|
117 Riot Baton
|
5
|
1
|
B
|
T
|
M20/450
|
1
|
|
118 Baseball Bat
|
5
|
2
|
B
|
T
|
M20/450
|
2
|
|
119 Crowbar
|
6
|
1
|
L
|
J
|
M20/450
|
1
|
|
120 Staff
|
6
|
1
|
B
|
N
|
M20/450
|
1
|
|
121 Iron Staff
|
7
|
3
|
L
|
N
|
M20/450
|
1
|
Two-handed weapon; very heavy – requires min. Strength 3 to employ.
|
122 Mace
|
6
|
2
|
L
|
N
|
M20/450
|
1
|
|
123 Nunchaku
|
7
|
2
|
B
|
T
|
M20/450
|
1
|
+1 to dice pool when used to block, +1 difficulty to opponent’s block attempts.
|
124 Spiked Club
|
6
|
2
|
L
|
T
|
M20/450
|
1
|
|
125 Huge Spiked Club
|
7
|
4
|
L
|
N
|
M20/450
|
2
|
Two-handed weapon; very heavy – requires min. Strength 3 to employ.
|
Fist-Extension Weapons
Weapon
|
Diff
|
Dam
|
Type
|
Hide
|
Bk/Pg
|
$
|
Notes
|
126 Sap
|
4
|
1
|
B
|
P
|
M20/450
|
1
|
|
127 Brass Knuckles
|
6
|
0
|
L
|
P
|
M20/450
|
1
|
|
128 Spiked Gauntlet
|
6
|
1
|
L
|
J
|
M20/450
|
1
|
|
129 Hand Claws (small)
|
6
|
1
|
L
|
P
|
M20/450
|
1
|
|
130 Hand Claws (large)
|
6
|
2
|
L
|
P
|
M20/450
|
1
|
|
131 Katar
|
6
|
2
|
L
|
J
|
M20/450
|
1
|
|
132 War Fan
|
5
|
2
|
L
|
J
|
M20/450
|
2
|
|
133 Wind and Fire Wheel
|
6
|
3
|
L
|
N
|
M20/450
|
2
|
|
Improvised Weapons
Weapon
|
Diff
|
Dam
|
Type
|
Hide
|
Bk/Pg
|
$
|
Notes
|
X Broken Bottle
|
6
|
1
|
L
|
P
|
M20/450
|
0
|
|
X Chair
|
7
|
2
|
B
|
N
|
M20/450
|
2
|
|
134 Chainsaw
|
8
|
7
|
L
|
N
|
M20/450
|
3
|
|
X Table
|
8
|
3
|
B
|
N
|
M20/450
|
2
|
|
Whips and Chains
May be used to entangle an enemy’s limb at +1 difficulty.
Weapon
|
Diff
|
Dam
|
Type
|
Hide
|
Bk/Pg
|
$
|
Notes
|
135 Chain
|
5
|
0
|
B
|
J
|
M20/451
|
1
|
|
136 Chain Whip
|
6
|
1
|
L
|
J
|
M20/451
|
1
|
|
137 Kusarigama
|
7
|
3
|
B
|
T
|
M20/451
|
1
|
Requires two hands to employ properly; +2 difficulty if used one-handed, +2 to dice pool for disarm attempts.
|
138 Manriki-Gusari
|
7
|
2
|
L
|
T
|
M20/451
|
1
|
Requires two hands to employ properly; +2 difficulty if used one-handed, +2 to dice pool for disarm attempts.
|
139 Flogger
|
6
|
1
|
B
|
J
|
M20/451
|
1
|
|
140 Barbed Cat
|
6
|
0
|
L
|
J
|
M20/451
|
1
|
|
141 Whip
|
6
|
0
|
L
|
J
|
M20/451
|
1
|
|
142 Bullwhip
|
7
|
1
|
L
|
J
|
M20/451
|
1
|
|
Ranged
Conventional Guns
Type
|
Dam
|
Range
|
Rate
|
Clip
|
Hide
|
Bk/Pg
|
$
|
Notes
|
201 Revolver, Light
|
4
|
12
|
3
|
6
|
P
|
M20/452
|
2
|
|
202 Revolver, Heavy
|
6
|
35
|
2
|
6
|
J
|
M20/452
|
2
|
|
203 Semi-Automatic Pistol, Light
|
4
|
20
|
4
|
17+1
|
P
|
M20/452
|
3
|
|
204 Semi-Automatic Pistol, Heavy
|
5
|
30
|
3
|
7+1
|
J
|
M20/452
|
3
|
|
205 Rifle
|
8
|
200
|
1
|
5+1
|
N
|
M20/452
|
2
|
|
206 SMG, Small
|
4
|
25
|
3
|
30+1
|
J
|
M20/452
|
3
|
Gun may fire full-auto, three-round bursts, and strafing sprays.
|
207 SMG, Large
|
4
|
50
|
3
|
30+1
|
T
|
M20/452
|
3
|
Gun may fire full-auto, three-round bursts, and strafing sprays.
|
208 Assault Rifle
|
7
|
150
|
3
|
42+1
|
N
|
M20/452
|
3
|
Gun may fire full-auto, three-round bursts, and strafing sprays.
|
209 Shotgun, Sawed Off
|
8
|
10
|
2
|
2
|
J
|
M20/452
|
2
|
|
210 Shotgun
|
8
|
20
|
1
|
5+1
|
T
|
M20/452
|
2
|
|
211 Shotgun, Semi-Automatic
|
8
|
25
|
3
|
6+1
|
T
|
M20/452
|
3
|
|
212 Shotgun, Assault
|
8
|
50
|
3
|
32+1
|
N
|
M20/452
|
4
|
Gun may fire full-auto, three-round bursts, and strafing sprays.
|
Technocracy Sidearms
All category weapons except chain-gun feature laser sights and can be used by Sleepers and extraordinary citizens; issued only to Technocracy personnel of extraordinary citizen level or higher.
Type
|
Dam
|
Range
|
Rate
|
Clip
|
Hide
|
Bk/Pg
|
$
|
Notes
|
213 Biggs X-5 Model R Protector
|
5
|
40
|
4
|
12
|
J
|
M20/452
|
X
|
Revolver; at the touch of a button, can chamber any type of ammunition loaded in the cylinder. Both Model R and Model A made of composite materials – invisible to metal detectors.
|
214 Biggs X-5 Model A Protector
|
5
|
400
|
4
|
12+1
|
J
|
M20/452
|
X
|
Gun may fire full-auto, three-round bursts, and strafing sprays.
|
215 Biggs Mjollner Mk. IV
|
10
|
100
|
1
|
10
|
T
|
M20/452
|
X
|
Rarely issued to unEnlightened personnel, as it tends to jam on a failed roll during unEnlightened use.
|
216 Castle-Graves WW-3
|
8
|
200
|
3
|
50+1
|
N
|
M20/452
|
X
|
Gun may fire full-auto, three-round bursts, and strafing sprays.
|
217 Bolan Mk. 13 Weapon System
|
|
|
|
|
|
M20/452
|
X
|
Combines a submachine gun main weapon (as per AK-47; 50-shot clip) with auto-shotgun capabilities (as MPS AA-12; 20-shot clip) through the main barrel, plus a grenade launcher under that barrel (as a MP-79/ six-shot magazine). Laser sights. Heavy; requires Strength 3 or better to employ but has relatively low recoil. Gun may fire full-auto, three-round bursts, and strafing sprays.
|
218 HIT Mark Chain-Gun
|
8
|
150
|
3
|
200
|
N
|
M20/452
|
X
|
Gun may fire full-auto, three-round bursts, and strafing sprays.
|
Bows
Long and short bows take an automatic action to nock and draw; crossbows require two automatic actions to reload. A character with Archery 3 or higher can nock, draw, and loose an arrow as a single action but cannot do the same thing with a crossbow.
Type
|
Dam
|
Range
|
Rate
|
Clip
|
Hide
|
Bk/Pg
|
$
|
Notes
|
219 Short Bow
|
4
|
60
|
1
|
1
|
N
|
M20/452
|
2
|
|
220 Hunting Bow
|
5
|
100
|
1
|
1
|
N
|
M20/452
|
3
|
|
221 Long Bow
|
5
|
120
|
1
|
1
|
N
|
M20/452
|
2
|
|
222 Crossbow, Commando
|
3
|
20
|
1
|
1
|
J
|
M20/452
|
3
|
Collapsible; requires one turn to unfold from storage configuration, plus one action to load once it has been unfolded.
|
223 Crossbow
|
5
|
90
|
1
|
1
|
T
|
M20/452
|
3
|
|
224 Crossbow, Heavy
|
6
|
100
|
1
|
1
|
N
|
M20/452
|
3
|
|
225 Taser
|
5
|
5
|
1
|
1
|
P
|
M20/453
|
2
|
Bashing damage, not lethal; adds no extra damage from successes scored.
|
226 Tear Gas
|
3
|
3
|
1
|
5
|
P
|
M20/453
|
3
|
Bashing damage, not lethal; adds no extra damage from successes scored. Also reduces target’s dice pools by two dice for one turn per success.
|
227 Bear Mace
|
4
|
3
|
1
|
3
|
P
|
W20/303
|
2
|
Bashing damage, not lethal; adds no extra damage from successes scored. Also reduces target’s dice pools by two dice for one turn per success.
|
228 Pacification Spray
|
5
|
3
|
1
|
5
|
P
|
M20/453
|
X
|
Bashing damage, not lethal; adds no extra damage from successes scored. Also reduces target’s dice pools by two dice for one turn per success.
|
Thrown Weapons
Weapon
|
Diff
|
Dam
|
Type
|
Hide
|
Bk/Pg
|
$
|
Notes
|
229 Knife (Dagger)
|
6
|
0
|
L
|
P
|
M20/453
|
1
|
|
230 Shuriken
|
7
|
3 (No Str)
|
L
|
P
|
M20/453
|
1
|
|
231 Spear
|
6
|
1
|
L
|
N
|
M20/453
|
1
|
|
X Stone
|
5
|
0
|
B
|
varies
|
M20/453
|
0
|
|
X Stone, Large
|
5
|
3
|
B
|
N
|
M20/453
|
0
|
|
232 Tomahawk
|
6
|
1
|
L
|
J
|
M20/453
|
1
|
|
Special Ammunition
Special ammunition is handled on a case by case basis. Trying to get illegal ammunition can (and probably will) get you into trouble with law enforcement, local or federal.
Type
|
Dam
|
Bk/Pg
|
$
|
Effects
|
301 Ectoplasmic Disruptors
|
5/A
|
M20/454
|
X
|
Blasts spirit entities and vampires with aggravated damage explosion; normal damage to physical beings.
|
302 Explosive Shells
|
6/L
|
M20/454
|
5
|
Mini-grenades; six dice on target, minus one die/ yard from impact to max. of -6 dice; usable only in shotguns and Technocratic firearms.
|
303 Flechettes
|
7/L
|
M20/454
|
3
|
Tiny darts; modern body armor reduced by -2 to protection from this ammo, but old-style thick armor counts as double for this ammo only; only from shotguns and Technocratic firearms.
|
304 Incendiary Rounds
|
4/A
|
M20/454
|
5
|
Phosphorus – ignites in air when fired; inflict two dice aggravated damage for one turn after they hit; ignite flammable objects.
|
305 Rubber Bullets
|
B
|
M20/454
|
1
|
Damage as normal bullets for the gun, but bashing, not lethal.
|
306 Taser Bullets
|
5/B
|
M20/454
|
2
|
Electrical charge inflicts 5 levels bashing for two turns; Technocratic special ammo.
|
307 Tear Gas Rounds
|
5/B
|
M20/454
|
2
|
Fills two meter radius with tear gas – see Toxins, p.456; shotguns and Technocratic firearms only.
|
308 Teflon Bullets
|
L
|
M20/454
|
4
|
Damage as per normal bullets for the gun, but reduce armor protection value by -1.
|
Special Gun Sights
Scopes add two dice to shooter’s dice pool for the first shot only.
Type
|
Diff Reduction
|
Bk/Pg
|
$
|
Notes
|
309 Laser Sight
|
-1
|
M20/454
|
2
|
One turn to aim.
|
310 Sniper Scope
|
-2
|
M20/454
|
3
|
Two turns to aim.
|
311 Night Vision Scope
|
-1
|
M20/454
|
3
|
Dark only; also lets shooter see in darkness
|
Armor
Thick coats, flack suits, cybernetic armor, and other methods of protection absorb the damage of an attack. In game terms, armor adds dice to a character’s soak roll and allows a human being to soak lethal damage as well as certain types of aggravated damage – a vampire’s fangs, most likely, but not fire, or Life Sphere magick.
Light armor is easy enough to move around in, and supernatural effects can turn business suits or lingerie into cloth-weight armor too. Most forms of normal-tech armor, though, get cumbersome. Certain types of armor inflict a penalty upon the wearer’s Dexterity-based dice pool and demand time to put on or take off. Slipping on a biker jacket takes a single easy action, but a cop donning riot gear needs several minutes to suit up properly.
Armor does not stack. Any armor with a Dexterity Penalty cannot be concealed.
Type
|
Rating
|
Dex Penalty
|
Bk/Pg
|
$
|
Notes
|
401-403 Tough Hide
|
1-3
|
0
|
M20/447
|
X
|
Tough Hide reflects animals, Bygones, constructs, or shapechanged characters with especially thick or armored skin.
|
404-407 Cybernetic Armor
|
1-4
|
0
|
M20/447
|
X
|
Cybernetic Armor has been built into the wearer. See the Background: Enhancement.
|
408-409 Reinforced Clothing
|
1-2
|
0
|
M20/447
|
2-4
|
Reinforced Clothing has been stiffened, padded, or layered with thin mesh protection.
|
410-414 Enhanced Clothing
|
1-5
|
0
|
M20/447
|
X
|
Enhanced Clothing is apparently normal clothing modified by the supernatural powers.
|
415 Biker Jacket
|
1
|
-1
|
M20/447
|
2
|
Biker Jacket represents thick, practical, heavy-duty protection.
|
416 Leather Duster
|
2
|
-2
|
M20/447
|
2
|
|
417 Cosplay Mail
|
2
|
-1
|
M20/447
|
2
|
Cosplay Mail reflects modern costume armor. Usually made from butted rings.
|
418 Chainmail
|
4
|
-2
|
M20/447
|
3
|
Chainmail represents battle-worthy chain-link armor, heavier than cosplay mail. Usually made from riveted rings.
|
419 Steel Breastplate
|
3
|
-2
|
M20/447
|
3
|
Steel Breastplates are for example rider cuirass
|
420 Full Plate
|
5
|
-2
|
M20/447
|
4
|
Full Plate is articulated knight’s armor.
|
421 Kevlar Vest
|
3
|
-1
|
M20/447
|
3
|
|
422 Flak Vest
|
4
|
-2
|
M20/447
|
3
|
|
423 Riot Suit
|
4
|
-2
|
M20/447
|
3
|
Riot Suit is police heavy body armor.
|
424 Military Armor
|
5
|
-2
|
M20/447
|
4
|
Military Armor reflects a full suit of modern battle armor.
|
425 Alanson Hardsuit
|
7
|
-2
|
M20/447
|
X
|
Alanson Hardsuit is a standard-issue, full-body suit of hypertech Technocratic armor, used by Union security forces composed of extraordinary citizens and Enlightened agents alike. See M20/656 for details.
|
Shields
Shields act as protective gear that can be brought to bear when facing an enemy. An opponent who’s facing your shield in hand-to-hand combat adds +1 or +2 to his difficulty to hit you, depending on the size of the shield in question. If it’s being used to ward off projectile weapons (bottles, rocks, bullets, etc.), then a shield also acts as armor, reducing a blow by one success for every level in the shield’s Rating.
That said, a shield occupies one hand, restricting the user’s movements and potential activities. Blocking a specific incoming attack (say a volley of bullets or a swung fire axe) demands a Dexterity + Melee roll and a dedicated shield blocking action. Shields are heavy, too, and they suggest that you’re looking for trouble. Outside of riot-trained police (who often use them in formation) and medieval reenactment enthusiasts, you won’t find many people in the 90s using shields.
Type
|
Rating
|
Diff Bonus
|
Dex Penalty
|
Bk/Pg
|
$
|
Notes
|
426 Trash Can Lid
|
3
|
+1
|
0
|
M20/447
|
0
|
|
427 Wooden Shield
|
2
|
+2
|
-1
|
M20/447
|
2
|
Wooden Shields represent field-ready shields built for jousts and reenactment battles.
|
428 Metal Shield
|
4
|
+2
|
-2
|
M20/447
|
3
|
Metal Shields represent field-ready shields built for jousts and reenactment battles.
|
429 Riot Shield
|
5
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+2
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-1
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M20/447
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4
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Riot Shield is a thick Plexiglas or metal-with-viewport shield, employed by police forces (typically in a wall formation) during civil unrest situations.
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