Discord server available for character creation or general game discussion
https://discord.gg/zRhtybUBasic game mechanics, rules, and armouryHow health works: Your starting health is equal to your stamina.
At -2 or lower you receive -1 dice to all rolls
At -4 you receive -2 dice to all rolls
At -5 you receive -3 dice to all rolls
At -6 you receive -4 dice to all rolls
At -7 you become unconscious
At -10 you enter torpor (Permanent unconsciousness where you can only be revived by drinking blood). If aggravated damage (such as fire or silver, or the bite of another vampire) takes you to -10 or lower, you die.
If your head is cut off, you also die.
How leveling up works:When leveling up, the costs are as follows:
Attributes cost 9 exp per level
Abilities cost 5 exp per level
Disciplines cost 7 exp per level
All these max at 5 for now.
At this stage I am limiting the clans available to the characters to a roughly physical class, roughly social, and roughly intellectual, as otherwise the sheer number of clans will have this game get out of hand very quickly, and because I don't want to implement things like changing forms into animals.
The Masquerade:Vampires have an accord with each other that none shall breach the masquerade. This means they do not reveal themselves to the mortal world. Breach of the masquerade can result in imprisonment, slavery or death, depending on what the local law is.
Clans:
Brujah - Fortitude, Potence, Celerity. Clan flaw: +2 difficulty to all rolls requiring anger management, including frenzy.
Ventrue - Dominate, Fortitude, Presence. Clan flaw: Ventrue have a picky taste in blood and must feed from a sort of person with a predisposed attribute. Eg. some will not feed from the poor. Failure to do so will not refill the blood pool.
Malkavian - Auspex, Obfuscate, Dementation. Clan flaw: Malkavians have one permanent derangement. This is one way in which they are crazy, be it depression, paranoia, or hearing voices.
Blood pool: The blood pool, filled with blood points. Each player starts with a blood pool of 10, this must be refilled by feeding on humans. Taking 10 from one human will kill them, and doing so regularly can become dangerous, as one becomes a serial killer (This may breach the masquerade). Only one blood point can be spent per turn.
New vampires will start with three levels to distribute among any of their clan's disciplines.
Fortitude (No roll required): Each point of fortitude soaks one point of damage in attacks against the character upon spending a blood point. This power requires no roll for success and occurs for each and every attack against the vampire that turn.
Potence (No roll required): The player may spend a blood point to add twice their potence level to their strength for the current turn.
Celerity (Roll Celerity level): The player may spend a blood point in the CURRENT turn to roll dice equal to their celerity level, then take an extra action in the NEXT turn for each success. When using celerity, players cannot also activate Celerity, meaning this can only be active every second turn.
Dominate (Manipulation + Intimidation): Being a social/intellectual discipline, this has levels which can be activated with a blood point per power used
Level one: You can give a one word command that must be obeyed
Level two: By holding the victim in your gaze, you are able to implant false thoughts
Level three: You may rewrite a memory of the target.
Level four: Over time, the target may be made a slave to no will but your own. This may be done without a blood bond
Level five: You may transfer your mind into a mortal body and control their will.
Presence (Presence + Persuasion): Spend a blood point for any of the below
Level one: The victim(s) have an extremely strong attraction to the user, and enjoy their company. They will remember this attraction upon future encounters. Works in AoE.
Level two: The victim (Singular) is placed into unimaginable terror. They may run or be frozen in place, and they will remember this and fear the user upon the next encounter.
Level three: The victim obsessively wishes to please the user, this occupies most thoughts.
Level four: The user can compel someone to come to them immediately from anywhere. This is limited by physical distance, the victim may require time to get there.
Level five: The user appears as a figure of absolute power and authority in the mind of the victims. Use is AoE.
Auspex (Wits + Divination): Spend a blood point for any of the following
Level one: Heighten one of the five senses to superhuman levels. This may be used to perceive ghosts.
Level two: You perceive the aura of a person. This may be used to tell their emotions and perceive when they are lying.
Level three: Learn some of the history of an object from touching it. Can be used on dead tissue, does not work on living organisms as the history is too complex.
Level four: Probe minds for information. Can also be used to send telepathic messages or plant a thought in a mind that may not belong to them.
Level five: The user may leave their body to roam the world in an astral form. They may use their other abilities whilst in this state but may not physically influence the world around them and cannot be seen except for their aura.
Bonus: Vampires with a certain level of Auspex may use it to see through obfuscate of an equivalent level without spending blood points (This occurs naturally). This may only be used with a roll of wits + awareness vs the obfuscator’s manipulation + subterfuge
Obfuscate (Composure + Subterfuge): Spend a blood point for each of the following
Level one: Remain hidden so long as you do not move
Level two: Remain hidden to others so long as you do not attract attention to yourself
Level three: Change your appearance, mannerisms and voice to mimic someone else.
Level four: Vanish completely from right in front of someone
Level five: Your powers may be used over a group of up to ten people, or to cover a vehicle.
Dementation (Manipulation + Empathy): Spend a blood point for any of the following
Level one: Dull or amplify emotions, increasing or decreasing the difficulty of frenzy, terror or other emotion related rolls.
Level two: Inflict maddening visions upon the victim
Level three: Gain insights through patterns that to others may seem random. The GM will give you a random piece of useful information upon success.
Level four: Suppress part of the victim's mind, making them confused, enraged or catatonic
Level five: Give someone five temporary derangements, making them utterly insane
Derangements will be implemented upon personal discussion with the GM. If you want more information, feel free to PM me. Any discussed derangements will be implemented and placed in a derangement section in this post.
Protean (Stamina + Animal Ken): Spend a blood point on one of the following
Level One: The vampire sees, hears and smells with their beast. Heightened sight, hearing and smell all occur at once, however this is very obvious as the eyes, nose and ears become that of the beast. This is a breach of the masquerade if viewed by a human.
Level Two: Morph part of the body into an animalistic weapon. May be tail, claws, or snout and teeth. Only one instance of level two may be active at a time. Costs one blood point every four turns. The vampire may only change their form back by refusing to spend that blood point, meaning this ability may break the masquerade easily. The damage provided by this ability is always aggravated damage and is equal to Str + 4.
Level Three: Meld one’s own form into the earth to hide and/or rest. This occurs instantly. City gangrel may only meld into concrete surfaces, where country gangrel may only meld into earthen surfaces.
Level Four: Transform into your combat or noncombat animal form. Your combat form will have appropriate combat bonuses predetermined by the GM upon character creation. Your noncombat form will also be predetermined and may have such bonuses as enhanced vision in eagles etc. It is recommended that your noncombat form blend into the environment. A snowy owl will not be an appropriate choice in a desert environment, as you will not blend in very well. Protean transformations do not carry clothes or equipment, however some Gangrels do have special harnesses made for carrying equipment. Level four costs two blood points to activate and two blood points to slip back out of, changing back to human. You may spend these blood points on the same turn as though you were not restricted to one blood point per turn. Damage dealt by this form is aggravated.
Level Five: The vampire takes on the form of mist. They may slip under doors or anywhere that air may travel. Sunlight is not as damaging in this form. The mist is not blown about by winds and the vampire can move at the pace of a brisk walk. This form costs one blood point to enter and has no cost for returning to normal.
Animalism (Manipulation + Animal Ken)
Level One: Speak telepathically with an animal whose eyes you meet. Vampires with animalism 1 may blood bond animals.
Level Two: Summon animals of a particular type to you. You may choose the type at time of use. You may issue a one word command to the collective of animals.
Level Three: Soothe a creature, making them docile, and even help pull vampires from frenzy by calming their beast. This ability also works on humans.
Level Four: Possess the body of an animal. Costs one blood point every four combat turns, or when out of combat one blood point every ten minutes.
Level Five: When about to frenzy send your Beast into another person. Auspex level 4 or higher may roll Auspex level to see if they notice this.
Frenzy: In situations where the vampire becomes angry, scared, faces a large threat, is insulted or faces fire (an inherent fear for vampires due to the aggravated damage it deals) a frenzy check occurs. This is a willpower check to determine whether they will go into an uncontrollable state of fight or flight where their actions may not be their own. This will be a composure + resolve check. In addition, blood/feeding frenzies can occur in situations of exposure to an excess of blood.
During frenzy a vampire ignores all negatives to dice rolls that would occur due to low health,
A vampire in frenzy may only use melee attacks
A vampire trying to dominate, presence, dementate or otherwise control the thoughts or actions of a frenzied vampire has +2 difficulty to associated rolls.
A vampire must act accordingly to the kind of frenzy invoked. The character is not in control of their own actions, the 'beast' within is instead in control. This will occur until the stimulus causing the frenzy has been fled from, killed, fed from or removed from the vicinity for a period of time, as appropriate to the sort of frenzy involved.
Social rolls: some examplesNote that for some of these you will be pitted against defensive rolls by the target
Credibility in telling the truth: Composure + persuasion
Credibility in telling lies: Manipulation + Subterfuge
Interrogation: Manipulation + Intimidation, target rolls defensively their willpower
Speechmaking: Presence + Leadership
Seduction: Presence + Intuition, target rolls Wits + Intuition defensively. If the player succeeds they must then roll Manipulation + Persuasion, target rolls Composure + Awareness defensively. If the player is successful, seduction may occur depending on environment and surroundings.
Providing comfort: Composure + empathy
Telling If someone is lying: Manipulation + Intuition
Impressing a noble vampire at court: Presence + Ettiquite OR Vampire politics (depending on context)
Mental/knowledge rolls: some examples Stabilising a bleeding character: Wits + Medicine
Performing rudimentary surgery: Inteligence + Medicine
Sourcing a weapon when none are available: Intelligence + Improvised Weaponry
Knowing how not to piss the Prince off: Intelligence + Vampire Politics/Customs
Starting a campfire: Wits + Survival/Streetwise
Hacking a computer: Wits + Technology
Divining information about the future: Resolve + Divination
Setting up a trap: Resolve + Crafts
Combat:A target may be attacked by rolling the appropriate dice to the attack. You may attack only once per turn.
To fire a firearm: Dex + Firearms
For melee attacking: Str + Melee
For use of improvised weapons, Dex OR Strength may be used depending on the sort of weapon.
Improvised weapons: Dex/Str + Improvised Weapons
A success for the attacker is generally any roll 6 or above.
The target then may dodge by rolling Dex + Dodge to a difficulty of 6 for Melee or 9 for Firearm damage (Though this may drop to 7 if the target is able to dive behind cover)
The attack hits if the attacker gets more successes than the defender. If the number of successes is the same, defender wins.
Critical hits occur when the attacker rolls more 10s than the defender does dodge successes.
Melee damage works by adding your melee weapon’s modifier to your strength value. Eg. If a knife is +3, and your strength is 2, it will do 5 damage. If you are simply using your fists, this will be your raw strength value in damage.
Firearms will always deal the ‘damage’ stat of the firearm in damage.
Armour must be taken into consideration as well. See the armour explanation.
Weapons have weight categories. The order of shot is as follows:
Fists > Knives > Pistols > Light > Medium > Heavy > Huge
So if someone with an assault rifle posts that they are shooting the thing, then someone on the same turn posts that they are shooting the thing with a pistol, the pistol will still shoot first, regardless of post order.
If you dedicate an entire turn to aiming an attack (either melee or ranged), but do not actually make the attack, you are allowed to make an intelligence roll. For every success you score, you get two extra dice for that attack, if you make it next turn. You must be free to act to do this; you can't aim carefully at somebody while you're being shot at, or watched carefully by a guard.
Burst fire increases the difficulty of your attack rolls by +2, but for every extra success you score above your target's dodge roll, you hit with another bullet--up to three maximum.
Automatic fire is much the same, except difficulty is increased by +4, and you can hit up to ten times.
Regardless of how many times you hit, you expend three rounds burst firing, and ten rounds auto firing.
At long range, you can take an extra +2 or +4 difficulty depending on how far you are, or have -4 difficulty at very close range (~15 feet or closer). Be careful though; at that range, an opponent might be able to close to melee where your gun becomes mostly ineffective.
When auto-firing at an enemy or group of enemies near cover, you suppress them, forcing them to roll Resolve. If they don't get at least one success, they hide in cover instead of taking whatever action they were intending to. If you just want to make sure that they keep their heads down rather than try to damage them, you can fire more bullets; for every ten extra bullets you fire, the difficulty of success increases by one. Fire thirty bullets, they need to roll higher than seven at least once. Keep in mind that most guns don't have more than thirty rounds, plus you can't fire and reload in the same turn.
So now you know how to shoot and hopefully the basics of how to avoid getting shot, but eventually it will happen, due to luck if nothing else. Armour can help with that.
Armour generally has four statistics; Armour, Health, Coverage, and Penalty.
The first is what'll save your life, and it is directly subtracted from the damage you take. If you get hit by a bullet that does 6 damage, and you're wearing a vest that has 4 Armour, you only take 2 damage. That damage still exists, though--every point of damage that is absorbed by the armour lowers the Armour's health, and once the armour runs out of health, it stops protecting you, however it continues to apply its penalty. Even full heavy body armour can eventually be defeated by many pistol shots, or a long burst from a submachine gun.
Penalty is the main downside of armour. While wearing armour, your dexterity is constantly lowered by this amount, minus your stamina. It's much harder to dodge and fight when wearing heavy armour, especially if it encumbers your legs, though again, Stamina can help to mitigate this. This is the reason most armour has Coverage--that simply states whether an armour protects your whole body, or just your torso. In the former case, the armour will always mitigate damage (excepting critical hits, which ignore armour), but if the armour only protects your torso, it has a 50/50 chance of blocking shots. Most bullet resistant armour comes in the form of vests, because full body armour is very heavy.
An alternative (or supplement) to armour is using a ballistic shield. Shields are just as reliable as full coverage armour as long as you're facing your foe, and are lighter, but deprive you of the use of one arm.
Most normal people can only wield a pistol one handed--if you have three strength, you can wield submachine guns too, and those powerful beings with five strength can wield outright assault rifles in tandem with a shield.
The Armoury:Small titanium knife
Cost: $100
Mobility: Knife
Damage: Str + 2
Special: If the weilder is concealed before striking with this weapon, one success that is not a 10 may count toward a crit.
Concealability: Pocket
Machete
Cost: $600
Mobility: Light
Damage: Str + 3
Concealability: Trenchcoat/backpack
Rapier
Cost: $600
Mobility: Light
Damage: Str + 3
Special: +1 damage bonus for each strike that occurs within a celerity action if no off-hand melee weapon is used
Concealability: Trenchcoat
Sword
Cost: $3000
Mobility: Medium
Damage: Str + 5
Concealability: Trenchcoat
Knuckle dusters
Cost: $100
Mobility: Fists
Damage: Str + 1
Concealability: Pocket
Sais
Cost: $800
Mobility: Knives
Damage: Str + 2
Special: When wielded in both hands, may be used to disarm a melee weapon from an enemy by halving the weilder’s attack damage for the turn.
Concealability: Coat
Greatsword
Cost: $6000
Mobility: Large
Damage: Str + 7
Special: May be wielded with one in each hand only if strength is 4 or greater.
Concealability: Not possible
M9 Cost: $400
Mobility: Pistol
Damage: 4, Semiautomatic
Ammo: 15, $15 per mag
Concealability: Pocket
The standard sidearm for the US military, it's reliable and accurate. Won't do much to stop a vampire, but a round to the head will stop any normal man. Mk.23 SDCost: $2000
Mobility: Pistol
Damage: 5, Semiautomatic
Ammo: 10, $20 per mag
Concealability: Coat
Special: Suppressed
Favored by SEAL teams, this silenced pistol is perfect for stealth, but doesn't sacrifice power. Vampires still won't be falling before you, but they'll definitely think twice before angering you. Bulldog .44Cost: $1000
Mobility: Pistol
Damage: 6, Semiautomatic
Ammo: 5, $15 per five loose rounds
Concealability: Pocket
Though it has painfully high recoil, this snubnose revolver is one of the best backup weapons you can carry. It won't be obvious shoved in a pocket, and it hits like a truck—though you should mind the low ammo capacity. MP5KCost: $3000
Mobility: Light
Damage: 4, Automatic
Ammo: 30, $30 per mag
Concealability: Coat
The venerable MP5 is the most popular submachine gun in the world, being used by most police forces and militaries. This is the compact stockless version, which is no less lethal, but easily concealable even beneath normal coats.FN P90 Cost: $5000
Mobility: light
Damage: 3, 5 AP
Ammo: 50, $200 per mag
Concealability: Trenchcoat/backpack
Special: Cannot have Armor Piercing rounds.
The P90 has a checkered past, originally being designed to replace the ageing MP5 in all NATO militaries, but never achieving that goal. It's quite capable of defeating body armor that would stop normal pistol cartridges, though stopping power is an issue. Still, the Secret Service decided that it's good enough for presidential protection, so it's probably good enough for you. Vector SD (Note that the stock folds, and that's a particularly long silencer)
Cost: $15000
Mobility: light
Damage: 5, Automatic
Ammo: 20, $40 per mag
Concealability: Trenchcoat/backpack
Special: Suppressed
The Vector submachine gun makes use of innovative design to tame the normally brutal .45 ACP cartridge. With the included silencer, this gun can be a true monster, threatening even vampires, without being audible a few rooms away! Sadly, it's harder for us to get illegal guns that aren't military issue, so you'll have to drop a pretty penny for it. Sawn-Off Double-Barrel shotgun Cost: $700
Mobility: light
Damage: Special - See Shotgun Section, Semiautomatic
Ammo: 2, $6 for two shotgun shells
Concealability: Trenchcoat/Backpack
Special: Takes heavy penalties outside melee range. Rolls to hit using Str + Firearms or Dex + Firearms, whichever is the greatest value
A classic, as cheap as it is effective. Sawing off the majority of a shotgun's two barrels is quick and easy, resulting in a very concealable, very powerful (if short-ranged) weapon. It doesn't have any ammo capacity to speak of though, so be careful.M4A1 Cost: $3500
Mobility: Medium
Damage: 7, Automatic
Ammo: 30, $90 per mag
Concealability: Gun case
Special: Dissassembled, can fit under a trenchcoat or in a backpack. Takes several minutes to disassemble or reassemble.
The most modern incarnation of the historied M16, the extreme popularity of which make it the second-most common gun in the entire world, the M4A1 improves upon its ancestor in almost every way. It's light, powerful, accurate, and reliable—no wonder it's the standard rifle issued to the majority of America's troops. Honey Badger Cost: $6800
Mobility: Medium
Damage: 6, Automatic
Ammo: 30, $150 per mag
Concealability: Gun case
Special: Dissassembled, can fit under a trenchcoat or in a backpack. Takes several minutes to disassemble or reassemble.
Designed to meet the demands of Special Forces soldiers who wanted a hard hitting and long ranged silenced weapon, the Honey Badger is just as impressive as its namesake. Even supernatural creatures won't be able to stand up to a burst from this gun, and their allies will have a difficult time hearing the shots. Mossberg 500 Cost: $2000
Mobility: Medium
Damage: Special - See Shotgun Section, Semiautomatic
Ammo: 6, $18 for six shotgun shells
Concealability: Gun case
Special: Takes heavy penalties outside close range
Some say shotguns have no use in modern warfare. Those people are foolish mortals who have never watched a vampire burning to death before them. Shotguns can load a myriad of unique payloads, including dragonbreath rounds which will incinerate and terrify most kin.Mk.14 EBR Cost: $5000
Mobility: Heavy
Damage: 9, Semiautomatic
Ammo: 20, $80 per mag
Concealability: Gun case
Special: +1 to all aiming and shooting rolls with this gun
The premier long range sniper rifle of the US Military, this is the ideal weapon to take if you need to end someone from beyond visual range. Any reasonably competent marksman can kill a man in one shot with this firearm, but don't think that will be enough in a pitched firefight; this is a specialist's weapon.SCAR-HCost: $13000
Mobility: Heavy
Damage: 9, Automatic
Ammo: 20, $80 per mag
Concealability: Gun case
A battle rifle specifically designed for SEALs and other special forces, this is arguably one of the most powerful personal weapons a military actually uses. Yes, it's good for killing even armored people in a firefight, but you could do serious damage to a vehicle, if you use full auto. AA12 Cost: $30000
Mobility: Heavy
Damage: Special - See shotgun section, Automatic
Ammo: 20, $60 per drum mag
Concealability: Gun case
Special: Takes heavy penalties outside close range
I mentioned how powerful the SCAR-H is, yes? This gives that gun a run for its money, at least at close range. A point-blank blast from a shotgun is very powerful, and this one fires 300 of them per minute. Pity it's only a prototype, that makes them hell to get ahold of. M249 Cost: 8500
Mobility: Huge
Damage: 7, Automatic
Ammo: 200, $200 per mag
Concealability:
Ahahahaha! Special: -1 to automatic fire difficulty
One of the heavier weapons frequently issued to troops, this machine gun is designed to lay down continual suppressive fire. Normally, it's operated by a team of two mortals, but you're better than that, aren't you? M107 Cost: $15500
Mobility: Huge
Damage: 15+4 incendiary AP 5, explosive. Semiautomatic
Ammo: 5, $300 per mag
Concealability:
Ahahahaha! Special: +1 to shooting rolls. Cannot use other ammo types.
This monster isn't a sniper rifle; it's an anti-materiel rifle. That means it's used to destroy unexploded ordnance, vehicles, even aircraft, potentially from over a mile away. With thi—Huh, what did you say? Is it effective at shorter ranges too? Well, yes, of course, but nobo—What? No, you're not gonna carry this thing into a firefight, get out of my shop. Moron. Most guns can use multiple types of ammunition. This invariably increases the price, but different ammo types can often mean the difference between killing your target, or barely scratching him.
Standard Variants:
Match Grade Ammo - 500% price
Adds +1 to all shooting rolls.
Match Grade ammo is rigorously tested for high accuracy. It's not a difference in design, just quality; any ammo type can be match grade.
Armour Piercing Ammo - 200% price
Adds four AP, at the cost of two damage
It might not sound like much, but sometimes AP rounds can be the only way to deal any damage at all. Too bad they have a habit of over-penetrating unarmoured targets.
Hollow Point Ammo - 150% price
Lowers damage by half rounded down, but any damage that isn't mitigated by armour does triple damage to the victim.
Okay, you're just being cruel now. Hollow points are only effective against unarmoured targets, and they'd die quick anyway.
Silvered Ammo - 700% price
Lowers damage by half rounded down, but it is aggravated damage against supernatural foes.
Silver bullets are terrifying little things for kin like us. Better hope your enemies aren't rich enough to afford them.
Shotgun Loadings:
Oh, shotguns are fun! The assortment of terrible things you can fit inside a twelve gauge shell is endlessly entertaining! There's something for everyone inside a shotgun shell, somewhere.
Buckshot - 100%
Damage is 2, dealt seven times. Unarmored people take fourteen damage, armormed people can mostly ignore it.
Usually, buckshot is used to hunt, well, bucks. It's quite good for mortal game as well, however.
Slug - 100%
Damage is 8, with 2 AP.
A hefty slug of hardened steel will punch through virtually anything placed in front of it. Even kin will think twice about taking one of these.
Silver Rounds - 700%
Can be applied to either of the above two ammo types. Damage is halved, but is aggravated to supernatural creatures.
These rounds are rare, and extremely expensive, but for hunting werebeasts there is no substitute. A faceful of silver buckshot will put a quick end to them.
Dragon's Breath - 500%
Fires a plume of flame that will deal 6 incendiary damage to targets within ten feet. Has a habit of setting things on fire, and may force a frenzy roll for vampires--even the user.
It is terrifying.
Flechettes - 300%
Damage is 1, dealt seven times, each time with AP 5.
Don't you hate mortals that insist on wearing body armour? It makes them take so long to whittle down into death. Flechettes are thin metal darts that punch right through most body armour. A good way to end the odd policeman that walks in on a feeding, not that I endorse such risks, of course.
Frag-12 - 5000%
It's a shotgun slug that's filled with high explosive, and has a contact fuze which normally sets it off after it's already inside your target's body. Guess how much damage it does.
Technically, these don't exist. Even for us, they're extremely expensive, nearly impossible to get in any meaningful numbers. Still, a sawn-off with two explosive rounds is one of the greatest emergency weapons you could ask for.
Most of these are difficult or impossible to conceal, but they're easily the most effective way of mitigating damage. Armour is directly subtracted from the damage of every attack that hits you, though it has limited HP itself, and once it loses all HP, it's just dead weight. Additionally, the "Penalty" of each type of armour, minus your stamina, is directly subtracted from your dexterity score while wearing the armour. If you have five dexterity, and three stamina, you are considered to have a dexterity of one while wearing full Interceptor armour, which has a penalty of seven. Finally, "Coverage" tells you how many attacks will be absorbed—"Full body" means it will absorb every attack, while "Torso only" means it will absorb only half of attacks.
Rugged Jumpsuit:
Cost: $400
Armor: 1
Coverage: Full body
HP: 20
Penalty: 0
A heavy rugged jumpsuit. It doesn't really do much, but it's tough enough to take the edge off most attacks. It also is baggy enough to conceal guns with a concealability of "Coat". Too bad it's somewhat conspicuous.
Entry Suit:
Cost: $2500
Armor: 3
Coverage: Full body
HP: 50
Penalty: 3
A heavy suit worn by SWAT officers when raiding a high risk target. It's not really meant to stop bullets, but it will help against smaller calibers.
Full Interceptor Armor:
Cost: $10000
Armor: 10
Coverage: Full body
HP: 150
Penalty: 7
Special: 5 Armor vs. melee attacks
Hated by our troops, this stifling suit makes you exceptionally hard to hurt. As a cost, you look like you stepped out of a high-risk warzone, and it's so heavy you won't be able to avoid many shots.
Light Bullet-Resistant Vest:
Cost: $2000
Armor: 5
Coverage:Torso only
HP: 30
Penalty: 2
Special: 1 Armor vs. melee attacks. Can be worn under clothes without being obvious.
Worn by most police, and by overly paranoid civilians, this vest will reliably stop most handgun rounds. It will not, however, save you from higher calibers, or shots that hit elsewhere on your body. But hey, it's concealable, so why not wear one?
Heavy Bullet-Resistant Vest:
Cost: $5500
Armor: 8
Coverage: Torso only
HP: 40
Penalty: 4
Special: 2 Armor vs. melee attacks. Can be worn under clothes while being very obvious.
Much heavier armor, capable of absorbing most rifle rounds without giving you much worse than... well, some bruises and cracked ribs, if not new ventilation. Might save your life from a sniper, but it will be quite obvious to casual observers.
Interceptor Vest:
Cost: $8000
Armor: 10
Coverage: Torso only
HP: 80
Penalty: 5
Special: 5 Armor vs melee attacks.
The best our military can provide, this is rated to stop armor piercing sniper rifles at point blank range, while still not being completely over encumbering for most people. It's still quite obvious, however.
Light Ballistic Shield:
Cost: $3500
Armor: 5
Coverage: Full Body from enemy you're facing only.
HP: 100
Penalty: 3
Special: Cannot wield weapons two handed. With one strength, can wield a pistol. For every extra two strength, you can wield one mobility category larger. Additionally, shield can be collapsed and disguised as a briefcase, though it isn't on close inspection.
Probably the best "armor" we can give you. The Secret Service likes to carry these around, since they don't scare the populace, but are great for protection.
Heavy Ballistic Shield:
Cost: $7000
Armor: 11
Coverage: Full Body from enemy you're facing only.
HP: 200
Penalty: 5
Special: Cannot wield weapons two handed. With one strength, can wield a pistol. For every extra two strength, you can wield one mobility category larger.
Absolutely impossible to conceal, but very useful for serving as mobile cover to your allies. Cowering behind a shield isn't exactly respectable, but at least you won't die. Just remember to mind your flanks.
Other items:Rope- $200
Flashlight- $100
Change of regular clothes- $100
Change of role-specific clothes (Includes costumes, uniforms)- $250
Formal clothing- $500
Fake passport- $1000
Laptop (Requires Technology 1 to use)- $2500
Remote controlled drone with camera (Requires Intelligence+Technology roll to use)- $6000
Smartphone (Requires Technology 1 to use)- $2000
Binoculars- $300
Collapsible grappling hook- $300
Bandages- $50
Basic first aid kit- $200
Stats for vehicles work as follows. Speed is how fast it goes. For the purposes of this game, it will mechanically work as how many times faster than a regular running vampire the vehicle will move. HP is how much HP the vehicle can be shot for before having problems. Armour is how much protection is provided to the occupants inside and works much the same as regular armour. Armour does not protect the car’s own HP. Cargo room we will RP as would logically work.
Street Motorcycle
Cost: $3000
Seats 2, small cargo room
Hitpoints: 14
Armour: 0
Speed: 4
Sports Motorcycle
Cost: $7000
Seats 2, nil cargo room
Hitpoints: 14
Armour: 0
Speed: 7
Sedan Car
Cost: $15,000
Seats 4, medium cargo room
Engine hitpoints: 20
Cabin hitpoints: 40
Armour: 2
Speed: 4
Pickup truck
Cost: $15,000
Seats 2 large cargo room.
Engine hitpoints: 20
Cabin hitpoints: 40
Armour: 2
Speed: 4
SUV
Cost: $40,000
Seats 5 medium cargo room
Engine hitpoints: 30
Cabin hitpoints: 60
Armour: 2
Speed: 4
Small truck:
Cost: $60,000
Seats 2 Huge cargo room
Engine hitpoints: 40
Cabin hitpoints: 80
Armour: 2
Speed: 3
Armoured truck:
Cost: $80,000
Seats 2 Huge cargo room
Engine hitpoints: 90
Cabin hitpoints: 180
Armour: 5
Speed: 3
Supercar:
Cost: $120,000
Seats 2, small cargo
Engine hitpoints: 25
Cabin hitpoints: 50
Armour: 2
Speed: 7
Small propeller plane:
Cost: $1,000,000
Seats 4, medium cargo
Engine hitpoints: 25
Cabin hitpoints: 60
Armour: 1
Speed: 16, requires takeoff and landing. Speed is 1 when taxiing, must reach speed 4 to take off.