Weapons and Armor
Vampires fight with fangs, claws, and whatever they can find. This chapter provides rules for weapons, armor, and equipment in a Vampire: The Masquerade chronicle.
Weapons
A weapon's damage rating is added to the attacker's extra successes. A weapon's type determines which pool to use. Most weapons deal superficial damage unless the fiction or a power says otherwise.
Melee weapons
| Weapon | Damage | Notes |
|---|---|---|
| Fist, kick, headbutt | 1 | Unarmed; may be used with Brawl or Melee |
| Knife, shiv | 1 | Concealable; +1 to ambush |
| Club, baton | 1 | Common; no penalty |
| Sword, machete | 2 | Requires Melee; can be disarmed |
| Axe, hammer | 2 | Heavy; –1 to conceal |
| Spear, staff | 2 | Reach; can be used two-handed |
| Greatsword, greataxe | 3 | Two-handed; –1 to dodge |
Ranged weapons
| Weapon | Damage | Range | Notes |
|---|---|---|---|
| Thrown knife, rock | 1 | Short | Concealable |
| Bow | 2 | Long | Two-handed; requires reload |
| Crossbow | 2 | Long | Two-handed; requires reload |
| Pistol | 2 | Medium | Concealable; loud |
| Rifle | 3 | Long | Two-handed; loud |
| Shotgun | 3 | Short | Two-handed; loud; +1 to close range |
| Sniper rifle | 4 | Extreme | Two-handed; loud; requires aim |
Supernatural weapons
| Weapon | Damage | Notes |
|---|---|---|
| Claws (Protean) | 1 | Aggravated damage; requires Protean |
| Fangs (vampire bite) | 1 | Aggravated damage; may create Blood Bond |
| Blood blade (Blood Sorcery) | 2 | Supernatural; requires Blood Sorcery |
| Bone weapons (Oblivion) | 2 | Aggravated damage; requires Oblivion |
Improvised weapons
An improvised weapon deals 1 damage and may break or cause a complication. Common improvised weapons include chairs, bottles, belts, and chains. A heavy improvised weapon may deal 2 damage but requires a Strength roll.
Weapon rules
- A character may use Strength + Melee for melee weapons or Dexterity + Firearms for ranged weapons
- A character may use Strength + Brawl for unarmed attacks
- A weapon may be disarmed with a contested roll
- A weapon may be improvised from any object in the scene
- A weapon may be supernatural if it is created or enhanced by a power
Armor
Armor reduces damage or raises difficulty. It does not add Health boxes.
Armor types
| Armor | Protection | Notes |
|---|---|---|
| Leather jacket | 1 | Concealable under a coat |
| Body armor | 2 | Visible; –1 to Social rolls |
| Heavy body armor | 3 | Very visible; –2 to Social rolls; –1 to Stealth |
| Supernatural armor | Varies | Created or enhanced by a power |
Armor rules
- Armor reduces incoming damage by its rating
- Armor may raise the attack difficulty against the character
- Armor may soak a fixed amount of damage after the roll
- Armor does not protect against aggravated damage from supernatural sources
- Armor does not protect against fire, sunlight, or environmental damage
- Armor may be damaged by a powerful attack; roll Stamina + Athletics to preserve it
Improvised armor
An improvised armor provides +1 protection but may break or cause a complication. Common improvised armor includes thick clothing, shields, and padding. Heavy improvised armor may provide +2 protection but requires a Strength roll.
Equipment
Equipment is any item that provides a benefit or creates a story opportunity.
Common equipment
| Item | Benefit | Notes |
|---|---|---|
| Flashlight | Illumination | +1 to search in darkness |
| Lockpick set | +1 to Larceny | Requires Larceny 1+ |
| First aid kit | +1 to Medicine | Requires Medicine 1+ |
| Camera | Record events | +1 to Investigation |
| Phone | Communication | May be tracked or hacked |
| Car | Transportation | Requires Drive 1+ |
| Bicycle | Transportation | Silent; no fuel |
| Weapon holster | Concealment | +1 to conceal a weapon |
| Blood bag | Feeding | Reduces Hunger by 1 |
| Ghoul serum | Feeding | Reduces Hunger by 2; costs Humanity |
Supernatural equipment
| Item | Benefit | Notes |
|---|---|---|
| Bloodstone | Blood Sorcery focus | +1 to Blood Sorcery rolls |
| Ritual dagger | +1 to Blood Sorcery | May deal aggravated damage |
| Protective amulet | +1 to resist supernatural | May break under pressure |
| Ghost key | Opens spectral doors | Requires Oblivion |
Equipment and the Masquerade
Equipment that reveals the supernatural or violates the Masquerade should be treated as a story complication. A vampire who carries obvious supernatural equipment risks exposure, investigation, and destruction.
Masquerade risks
- Visible supernatural weapons attract attention
- Obvious supernatural armor raises suspicion
- Supernatural equipment may be detected by Auspex or other powers
- Stolen equipment may be traced back to you