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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
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.
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
Thrown 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
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.
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.
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.