Weapons and Armor
Weapons and armor use V5 damage modifiers and weapon categories. They modify the normal conflict rules; they do not create a separate attack engine.
Weapon damage
A weapon's damage modifier is added to the success margin of a successful attack. The weapon does not add its damage rating to the dice pool.
| Category | Typical examples | Damage modifier |
|---|---|---|
| Improvised | ordinary improvised weapon | +0 |
| Light impact | brass knuckles | +1 |
| Light piercing / light gunshot | crossbow bolt, switchblade, .22 pistol | +2 |
| Heavy impact | baton, club, tire iron, baseball bat | +3 |
| Heavy melee / medium gunshot | broadsword, fire axe, 9mm pistol, .308 rifle, shotgun at effective range | +3 |
| Heavy gunshot / huge melee | .357 Magnum, 12-gauge at close range, claymore, steel beam | +4 |
The Storyteller may classify an unusual weapon by comparing it to these categories rather than inventing a new damage system.
Damage types
Damage type depends on the weapon and target. Ordinary blunt attacks generally deal Superficial damage. Piercing weapons and firearms deal Aggravated damage to mortals in situations where the rules specify that damage type, while the same attacks are normally Superficial to vampires. Fire, sunlight, and other supernatural threats may deal Aggravated damage according to their specific rules.
Vampire fangs and other supernatural attacks use the damage type and modifier specified by their own rules. Do not assume every supernatural weapon has a universal damage type.
Special weapons
A wooden stake is a special case. A successful stake attack that achieves the required damage against the heart can paralyze a vampire according to the published rule. Do not replace this with an ordinary weapon-damage entry.
Protean claws, Blood Sorcery weapons, and other Discipline-created attacks use the exact damage type and modifier in the relevant power. They do not inherit a generic "supernatural weapon" rule.
Armor
Armor has a rating and protects only where it reasonably covers the character. In the advanced V5 rules, armor can convert appropriate Aggravated damage to Superficial damage. Superficial damage is then handled normally, including the vampire's normal halving rule.
Examples of published armor values include Kevlar-style protection and heavier tactical armor. Record the armor value on the character sheet when the source provides one. Do not use armor as a universal soak roll, a generic attack-difficulty increase, or a flat subtraction from every source of damage.
Cover and equipment
Cover is a circumstance of ranged conflict, not armor. Use the published cover modifiers or narrative protection appropriate to the situation.
Ordinary equipment provides fictional capabilities and occasional bonuses when a rule or the Storyteller calls for them. A flashlight does not automatically grant +1 to Investigation, a phone does not automatically grant a Technology bonus, and a blood bag does not automatically reduce Hunger by a fixed amount. Resolve those effects through the applicable V5 rules.
The same principle applies to supernatural equipment: if an item has a published mechanical effect, use that effect; otherwise treat it as a fictional resource rather than inventing a universal bonus.