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Arsenal

A revision of arms and equipment for MET

There are some discrepancies in MET sources that give different statistics for the same items. This is
intended to be a master list of items that are balanced amongst each other.

Weapons

Weapon Qualities

Weapons have the following characteristics:

Bonus Traits - The number of bonus traits granted by the weapon. This is an abstraction that describes
how likely a weapon is to cause damage. Only extraordinary circumstances should allow bonus traits to
exceed 4.

Negative Traits - Specific characteristics that have detrimental effects. These traits can be bid against
the wielder as negative traits if appropriate to the situation. For example, bidding a gun's Loud negative
trait against the user won't do anything if you're standing face to face in the middle of a battlefield -
there is no detriment there. However, using Loud against someone trying to ambush you may make
sense.

Concealability - How easy it is to conceal the weapon.


Pocket - May be concealed in a normal jacket pocket.
Jacket - May be concealed beneath a jacket.
Trenchcoat - May be concealed beneath a trenchcoat, cloak, raincoat, or similar long covering
None - Too large to be effectively concealed

Availability - Not all weapons are commonly available. This may be a required rating in an Influence or
other specific qualification required to obtain the weapon, aside from the cost in raw money
(Resources).

Range - The maximum practical range of the weapon (in yards, unless otherwise specified). Shooting
beyond this range incurs a 3 trait penalty for every 5 yards, or portion thereof. Note that these values
may seem unrealistically low - this is to compensate for the theatrical nature of MET combat. A range of
"melee" specifies a non-projectile weapon, most of which can strike an opponent within one yard.

Rate - How many times the weapon may be used in a single round. This specifically includes extra
actions.

Special Abilities -
Armor Piercing - These weapons ignore any defenses from armor. Magical armor may not be
susceptible to this ability, at ST discretion. Such rounds are tricky to acquire, and inquiries often
follow their use.
Destroy Shield - Although rare in this day and age, certain people will still use shields. A weapon
with this trait renders a shield useless after a certain number of successful blows, listed with the
weapon.

Entangle - The weapon may be used to ensnare or hinder an opponent. On a successful hit,
instead of doing damage, the wielder may elect to entangle the opponent. This acts as a
grapple, except that the difficulty to escape is a static challenge against the weapon itself with a
difficulty noted along with the weapon (typically, 7 for something like a whip, 9 for something
like a combat net). Obviously, the weapon cannot be used for further attacks while it is
entangling an opponent.

Fully Automatic - This firearm is capable of emptying its clip in a short period of time.
Successfully shooting a character within the weapon's effective range automatically inflicts an
additional level of damage. The gun must have at least 10 rounds left to use this ability, and
must be reloaded afterward. Note that large automatic weapons with belt-fed ammunition and
similar guns do not have this trait - the fact that they are always firing automatically is built into
their base damage.

High Caliber - Firearms of particularly high caliber can cause crippling wounds with only a few
shots. When a high-caliber weapon hits a target, the attacker makes a simple test. A win
indicates that the target suffers an additional health level of damage from the shot. This ability
is based on the caliber of the firearm - it is not a trait that can be added with ammunition.

Incendiary - Burning weapons cause aggravated wounds to just about anything. Some
incendiary weapons, such as flamethrowers or molotov cocktails burn the target with streams or
explosions of fire. Others, such as incendiary rounds, burn the target with superheated
ammunition.

Knockback - Weapons that cause significant impact can drive an opponent backwards. After
being hit with such a weapon, the target must make a static physical against a variable number
of traits (listed in the weapon description) or be driven backwards 3 steps.

Mass-Trauma - Some weapons are so powerful that they inflict massive damage on a target by
literally tearing away large portions of flesh. Such weapons score an extra health level of
damage automatically when used appropriately.

Reach - A melee weapon with this ability has enough length to hit opponents at a greater range.
Such weapons may target opponents up to 2 yards away in melee combat, rather than the
standard melee range of 1 yard.

Speed - Fast weapons can preempt an opponent's attack, allowing the attacker with the
speedier weapon to strike and do his damage first. A character must have the Melee ability (or
an appropriate Martial Art) to use this special weapon capability, and he must be attacking or
otherwise actively using the weapon in order to gain the benefit. Fast weapons gain a
preemptive strike only against opponents in hand to hand or melee combat, and the enemy
must have a weapon that is Slow, Heavy, or Clumsy.
Spray - The weapon can strike several targets at once (up to 5), specified in the weapon's
description. The shooter makes one test against all targets simultaneously. Each target who
fails suffers the weapon's damage. The shooter risks a trait for each member of the target
group, and loses traits only for those targets who successfully avoid the shots.

Staking - Staking weapons paralyze vampires when a successful blow penetrates one's heart.
After dealing damage, the attacker must win or tie two successive simple tests in order to stake
the vampire successfully.

Two Hand Requirement - Due to leverage or simply mechanics, these weapons require the use
of both hands, regardless of strength. Such weapons may not be used with a shield or second
weapon.

Weapon Statistics

Melee Weapons

Broken Bottle/Improvised Weapon Stake


Bonus Traits: 1 Bonus Traits: 2
Negative Traits: Fragile, Short Negative Traits: Clumsy, Short
Concealability: Pocket Concealability: Jacket
Damage: 1 Lethal Damage: 1 Lethal
Availability: Any Availability: Any
Range: Melee Range: Melee
Rate: 4 Rate: 4
Note: These statistics can be used for most Special Abilities: Staking
small, improvised weapons. Change the
damage to bashing if the weapon could not
cut.
Knife/Dagger Club
Bonus Traits: 2 Bonus Traits: 2
Negative Traits: Short x2 Negative Traits: Clumsy, Short
Concealability: Pocket Concealability: Jacket
Damage: 1 lethal Damage: 1 Bashing
Availability: Any Availability: Any
Range: Melee Range: Melee
Rate: 5 Rate: 5
Special Abilities: Speed
Nunchaku Mace/Small Axe
Bonus Traits: 2 Bonus Traits: 2
Negative Traits: Short Negative Traits: Clumsy
Concealability: Jacket Concealability: Jacket
Damage: 1 Lethal Damage: 1 Lethal
Availability: Any Availability: Any
Range: Melee Range: Melee
Rate: 5 Rate: 4
Special Abilities: Speed Special Abilities: Destroy Shield (3 hits)
Shortsword (Klaive) Broadsword/Longsword
Bonus Traits: 2 Bonus Traits: 3
Negative Traits: Short Negative Traits: Heavy
Concealability: Jacket Concealability: Trenchcoat (barely)
Damage: 1 Lethal Damage: 2 Lethal
Availability: Any Availability: Functional swords of this size must
Range: Melee typically be specially ordered or made, though
Rate: 5 cheap and not especially durable versions are
Special Abilities: Speed sometimes available at Renaissance festivals
Note: These statistics apply to all swords and the like (adding the negative trait Fragile
between 18 and 30 inches in blade length. This x2 to the weapon).
includes such notables as the gladius, scuta, Range: Melee
jian (though some jian would be considered Rate: 4
longswords), and wakizashi. Note: These statistics are appropriate to most
swords between 30 and 48 inches in length
Klaives use these base statistics, except for that rely more on cutting force than agility.
damage which is 2A. This includes such notables as the scimitar,
falchion, and arming sword.
Rapier/Dueling Blade Katana/Elite Blade
Bonus Traits: 2 Bonus Traits: 3
Negative Traits: Fragile Negative Traits: None
Concealability: Trenchcoat Concealability: Trenchcoat
Damage: 1 lethal Damage: 2 Lethal
Availability: Any Availability: True quality katanas require a
Range: Melee great deal of effort and resources to procure,
Rate: 5 and are not generally available in any market.
Special Abilities: Speed Range: Melee
Note: These statistics represent actual dueling Rate: 4
weapons, not the practice or sport weapons Special Abilities: Speed
seen in modern fencing matches. They Note: For mass-market (but still combat
represent most swords between 30 and 48 quality) katanas, use the longsword statistics.
inches in length that rely more upon speed The statistics here represent the work of a
than penetrating power. specialized craftsman with at least Crafts x3
(and even at that level, more failures than
successes are likely). These statistics can
represent any other similar "high quality"
weapon, such as an original damascene sword,
etc. If using custom crafts rules, this blade
cannot be further improved by using it as a
base template.
Large Axe Staff
Bonus Traits: 3 Bonus Traits: 3
Negative Traits: Clumsy, Heavy Negative Traits: Clumsy
Concealability: Trenchcoat Concealability: None
Damage: 2 Lethal Damage: 2 Bashing
Availability: Any Availability: Any
Range: Melee Range: Melee
Rate: 4 Rate: 4
Special Abilities: Destroy Shield (2 hits) Special Abilities: Two-hand requirement, Reach
Spear/Polearm Greatsword/Greataxe
Bonus Traits: 3 Bonus Traits: 4
Negative Traits: Clumsy, Heavy Negative Traits: Clumsy, Heavy, Slow
Concealability: Nope Concealability: Not a chance
Damage: 2 Lethal Damage: 2 Lethal
Availability: Spears require a bit of effort to Availability: See Broadsword
track down, but most martial arts stores and Range: Melee
many online sources have combat-capable Rate: 3
spears available. Special Abilities: Two-hand requirement,
Range: Melee Reach, Destroy Shield (1 hit)
Rate: 4 Note: This covers large 2 handed blades -
Special Abilities: Two-hand requirement, Reach claymores, no-dachi, etc.
Whip/Fighting Chain Cestus/Fighting Knuckles/Punch Dagger
Bonus Traits: 3 Bonus Traits: 0
Negative Traits: Clumsy Negative Traits: Clumsy
Concealability: Jacket Concealability: Pocket
Damage: 1 Lethal Damage: 1 Lethal
Availability: Any Availability: Any
Range: Melee Range: Melee
Rate: 4 Rate: 6
Special Abilities: Reach, Speed, Entangle (7) Special Abilities: None
Note: This covers most "soft" weapons. It Note: These weapons primarily enhance the
reflects whips studded with metal or small wielder's barehand strikes, and use Brawl
blades and fighting chains with sharp edges or instead of Melee for retests.
large weights, not a typical length of chain
from the hardware store (for which you can
add another Clumsy negative trait, and change
the damage to Bashing).
Warhammer Greathammer
Bonus Traits: 3 Bonus Traits: 4
Negative Traits: Clumsy, Heavy Negative Traits: Clumsy, Heavy, Slow
Concealability: Trenchcoat Concealability: No way
Damage: 2 Bashing Damage: 2 Bashing
Availability: Any Availability: Any
Range: Melee Range: Melee
Rate: 4 Rate: 3
Special Abilities: Knockback(5 traits) Special Abilities: Two-hand requirement,
Note: This represents the largest one handed Reach, Destroy Shield (2 hits), Knockback (7
bludgeoning weapons. traits)
Note: This represents other large, 2 handed
bludgeoning weapons, such as tetsubo

Thrown Weapons

Thrown Rock Thrown Dagger/Knife/Shuriken/Chakram


Bonus Traits: 0 Bonus Traits: 1
Negative Traits: Clumsy Negative Traits: Clumsy
Concealability: Pocket Concealability: Pocket
Damage: 1 Bashing Damage: 1 Lethal
Availability: Any Availability: Any
Range: 5 yards + 2 yards per Athletics Range: 5 yards + 2 yards per Athletics
Rate: 4 Rate: 4
Note: A rock must be at least golf ball sized to Note: Not all blades are balanced properly for
do damage. These stats can be used for most throwing. If not, halve the range.
improvised thrown items heavy enough to do
damage.
Molotov Cocktail Grenade
Bonus Traits: 2 Bonus Traits: 2
Negative Traits: Fragile Negative Traits: Clumsy
Concealability: Jacket (unless lit) Concealability: Pocket
Damage: 1 Aggravated Damage: 2 Lethal
Availability: Any Availability: Police 5, Underworld 4
Range: 5 yards + 3 yards per Athletics Range: 5 yards + 3 yards per Athletics
Rate: 3 Rate: 3
Special Abilities: Incendiary, Spray (Targets Special Abilities: Spray (Targets within 2 yards
within 2 yards of impact), Two-hand of impact), Two-hand Requirement
Requirement

Throwing Axe Throwing Spear


Bonus Traits: 2 Bonus Traits: 3
Negative Traits: Clumsy, Heavy Negative Traits: Clumsy, Heavy
Concealability: Jacket Concealability: None
Damage: 1 Lethal Damage: 2 Lethal
Availability: Any Availability: Any
Range: 5 yards + 3 yards per Athletics Range: 10 yards + 10 yards per Athletics
Rate: 3 Rate: 2
Special Abilities: Staking (if wooden)
Note: This is a spear specifically designed for
throwing, and inflicts half damage in melee.
Throwing a normal melee fighting spear has
half the range listed above.
Caber
Bonus Traits: 4
Negative Traits: Clumsy x2, Heavy x2, Slow
Concealability: Cargo Truck
Damage: 2 Bashing
Availability: Any
Range: 5 yards + 1 yard per Athletics
Rate: 1
Special Abilities: Spray (Targets within 4 yards
of impact), Knockback (7 traits)
Note: These are large logs about the width of
telephone pole and about 10 feet long.
Traditionally, they were used to break up
military formations (especially cavalry).

Archaic Ranged Weapons

Crossbow Shortbow
Bonus Traits: 2 Bonus Traits: 2
Negative Traits: Heavy, Slow Negative Traits: Fragile
Concealability: Trenchcoat Concealability: Trenchcoat
Damage: 2 Lethal Damage: 2 Lethal
Availability: Any Availability: Any
Range: 20 yards Range: 30 Yards
Rate: 1 Rate: 3
Special Abilities: Destroy Shield (2 hits), Armor Special Abilities: Staking (if arrows are
piercing, High Caliber, Staking (if bolts are wooden), Two-Hand Requirement
wooden), Two-Hand Requirement
Compound Bow/Longbow Sling
Bonus Traits: 3 Bonus Traits: 2
Negative Traits: Fragile, Heavy Negative Traits: None
Concealability: None Concealability: Pocket
Damage: 2 Lethal Damage: 1 Lethal
Availability: Any Availability: Any
Range: 40 Yards Range: 15 yards
Rate: 3 Rate: 2
Special Abilities: Destroy Shield (1 hit), Armor
piercing, Staking (if arrows are wooden), Two-
Hand Requirement

Firearms

Pistol Heavy Pistol


Bonus Traits: 2 Bonus Traits: 2
Negative Traits: Loud Negative Traits: Loud
Concealability: Pocket Concealability: Jacket
Damage: 2 Lethal Damage: 2 Lethal
Availability: Any, if registered. Police 4, Street Availability: Any if registered, Police 4, Street 4,
3, or Underworld 2 otherwise or Underworld 3 otherwise
Range: 40 yards Range: 50 Yards
Rate: 5 Rate: 3
Note: This includes most pistols from zip guns Special Abilities: High Caliber
to the ever popular 9mm, and most police Note: This includes the monsters of the
sidearms. handgun range, from the Desert Eagle .50 to
the .454 Cassull.
Hunting Rifle Assault Rifle
Bonus Traits: 3 Bonus Traits: 3
Negative Traits: Loud Negative Traits: Loud, Clumsy
Concealability: None Concealability: None
Damage: 2 Lethal Damage: 2 Lethal
Availability: Any, if registered. Police 4, Street Availability: Police 4, Street 4, Underworld 3
4, Underworld 3 otherwise Range: 75 yards
Range: 100 yards Rate: 4
Rate: 3 Special Abilities: Spray (up to 5 adjacent
Special Abilities: Two-hand requirement targets no further than 20 feet away), Fully
Automatic, Two-hand requirement
Sniper Rifle Shotgun
Bonus Traits: 4 Bonus Traits: 3
Negative Traits: Loud Negative Traits: Loud
Concealability: None Concealability: None
Damage: 2 Lethal Damage: 2 Lethal
Availability: Any, if registered (and all such Availability: Any, if registered. Police 4, Street
weapons have ballistics already on file). Police 4, or Underworld 3 otherwise.
4, Underworld 5 otherwise Range: 30 yards
Range: 200 yards Rate: 2
Rate: 1 Special Abilities: Mass Trauma (single target
Special Abilities: Two-hand requirement, Mass within 5 feet), Spray (up to 3 adjacent targets
Trauma (if at least 1 full round is spent aiming no further than 20 feet away).
before shooting a target)
Submachine Gun Flamethrower
Bonus Traits: 2 Bonus Traits: 0
Negative Traits: Loud Negative Traits: Clumsy, Hot, Heavy
Concealability: Jacket Concealability: In your dreams
Damage: 2 Lethal Damage: 2 Aggravated
Availability: Any, if registered and non- Availability: Underworld 5
automatic. Police 4, Street 4, or Underworld 3 Range: 30 yards
otherwise. Rate: 1
Range: 50 yards Special Abilities: Incendiary, Spray (up to 5
Rate: 4 adjacent targets within 20 feet), Two-hand
Special Abilities: Spray (up to 5 adjacent requirement
targets no further than 10 feet away) , Fully
Automatic, Two-hand requirement

Firearm Enhancements

Note that ammunition is weapon specific, and this type should be noted on the item card. Heavy pistol
incendiary rounds do you no good in a rifle or shotgun.

Armor Piercing Ammunition Incendiary Ammunition


Availability: Police 4, Street 4, or Underworld 3 Availability: Police 5 or Underworld 4 (10
(10 rounds per influence action). rounds per influence action).
Special Ability: Armor piercing Special Ability: Incendiary
Notes: This ammunition cannot be used with Notes: This ammunition turns the first level of
shotguns or flamethrowers. Use of this damage from a firearm into aggravated
ammunition where authorities can find it is damage, provided the target suffers
sure to lead to manhunts. aggravated wounds from fire. Incendiary
ammunition is most often crafted from white
phosphorus. After firing a number of
incendiary rounds equal to the weapon's
bonus traits in one combat, make a simple test
for each subsequent shot of an incendiary
round. Failure causes the barrel of the gun to
warp and renders it useless.
Silver/Gold Ammunition Tracer Ammunition
Availability: Very hard to manufacture to a Availability: Commonly available, though the
degree of quality that is reliable enough for use legalities of possession/usage vary from state
in firearms, these are only available from to state, and sometimes from county to
specialty manufacturers and not commonly county.
available. Expense is a significant factor - silver Notes: Tracer rounds ignite just enough to
bullets can cost $50 per bullet for the average cause an illuminated trail to show the bullet's
9mm round, and gold skyrockets to $300 or path in the air. Tracers serve to direct fire at a
more per round. given target. Unfortunately, they betray the
Notes: Neither silver nor gold are particularly gunner's position as well. A successful hit with
well suited for use as bullets, removing one a tracer round adds a two trait bonus for all
bonus trait from the weapon and halving the ranged combatants to shoot the target. In
effective range. addition, it adds a two trait bonus to anyone
attempting to shoot the user of the tracer
rounds. These bonuses last for an entire turn.
Scopes Sound Suppressor
Availability: Any Availability: Police 4, Street 4, or Underworld 3
Notes: This add-on cannot be used with Notes: Only pistols, submachine guns, and
shotguns or flamethrowers. Scopes add one sniper rifles may make use of sound
bonus trait to the weapon if the user aims for suppression. This hardware removes the Loud
the entire turn before firing. It also increases negative trait by dampening the sound of the
the effective range of a rifle at ST discretion weapon's discharge. A sound suppressor is
no hard numbers are given, but an ST should useful for approximately 10 shots before the
be able to determine if sniping from a distance baffles are worn to the point where it no
is plausible in a given situation. longer functions. A weapon with a sound
suppressor attached loses one bonus trait.
Laser Sight Magazine / Extended Magazine
Availability: Any Availability: Any
Notes: This add-on cannot be used with Notes: Magazines (or clips) are the standard
shotguns or flamethrowers. Laser sights add for most semi-automatic firearms, except
one bonus trait to the weapon if the user aims revolvers which typically hold 6 rounds.
for at least one full turn before firing. The Extended clips add the negative trait Heavy to
target and anyone near him may make a static the weapon for each size increase over the
mental challenge against 6 traits each round to base. Standard and extended magazine
notice the tell-tale dot. capacity is as follows:

Pistol: 14 / 21
Heavy Pistol: 10/15
Rifle: 6/12/18
Sniper Rifle: 4/8
Shotgun: 6/10/15
Assault Rifle: 20/40/80
Submachine Gun: 20/40/80

Armor

Antique Armor
Antique armor does not provide protection from firearms.

Leather Armor Chain Mail Armor


Health Levels: 1 Health Levels: 2
Negative Traits: None Negative Traits: Heavy
Concealability: Leather armor can be Concealability: Trenchcoat. Chain mail armor
concealed if it is made specifically to look like is builky, and extends below the waist.
normal clothing (i.e. leather pants, jacket, and Availability: Chain mail generally must be
gloves) custom made, and it can cost upward of $500.
Availability: Any Notes: Antique armor does not protect from
Notes: Antique armor does not protect from firearms. These stats can also be used for
firearms scale, banded, and similar forms of mail.
Plate Armor
Health Levels: 3
Negative Traits: Heavy, Clumsy
Concealability: None
Availability: Any, though tracking down
someone who can make it may be a chore. It
must be custom made to the wearer's
measurements, and can cost upward of
$3,000.
Notes: Antique armor does not protect from
firearms
Modern Armor
Most Modern armor is made of materials designed to stop and reduce shock from bullets. It does not
protect against melee weapons.

Ballistic Vest Reinforced Ballistic Vest


Health Levels: 1 Health Levels: 2
Negative Traits: None Negative Traits: Heavy
Concealability: A ballistic vest can be concealed Concealability: Jacket
beneath a normal shirt. Availability: Police 4, Underworld 3
Availability: Any Notes: The reinforced vest is the typical vest
Notes: Modern armor does not protect against assigned to police and other law enforcement
melee weapons when they do not need to be subtle. Modern
armor does not protect against melee
weapons.
Riot Suit
Health Levels: 3
Negative Traits: Heavy, Clumsy
Concealability: None
Availability: Police 4, Underworld 5
Notes: These are the full riot suits issued to
police during full riot incidents and those worn
by SWAT and other special enforcement
teams.

Shields
Shields give their user one or more extra defensive Bonus traits in combat. In order to receive these
bonus traits, the wielder must possess at least one level of the Melee Ability (or an appropriate Martial
Art). Some shields may not provide their bonuses against all types of attacks.

Small Shield Large Shield


Bonus Traits: 1 Bonus Traits: 2
Negative Traits: none Negative Traits: Heavy
Concealability: Jacket Concealability: None
Availability: Any, though perhaps hard to find Availability: Any, although hard to find
Notes: Small shields (bucklers) protect against Notes: Large shields protect against melee and
melee and unarmed attacks only. They are unarmed attacks, as well as archaic ranged and
generally 18-24 inches across at most. thrown weapons. These are generally large
enough to cover the torso.
Body Shield/Riot Shield
Bonus Traits: 2
Negative Traits: Clumsy, Heavy
Concealability: None
Availability: Any
Notes: Body shields are elongated shields that
can simultaneously cover the torso and most
of the legs, or the entire body while crouching.
They protect against all forms of attack,
including firearms.

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