Weapons

## Ranged Weapons

The Weapons below **do not** cause additional *Piercing Damage*.

## Modifications

A skilled weapon smith can craft many of the Modifications below themselves. Doing so requires atleast 1 AP and a Intellect + Knowledge (Smithing) Roll against a difficulty that equals the Modifications cost times three. Certain Modifications may require an Intellect + Knowledge (Chemistry) Roll instead.

## Special Rules

A skilled weapon smith can craft most Weapons on this list. Doing so requires atleast 1 AP and a Intellect + Knowledge (Smithing/Carpentry) Roll against a difficulty that equals the Weapons Cost times three. Explosive or Incendiary Weapons require an Intellect + Knowledge (Chemistry) Roll instead.

### Ranged

* **Burst of Bullets**: A weapon with this special rule can fire all of its shots at once, resulting in a devastating salvo. Use the secondary weapon-profile when doing so. Using the Burst profile will also inflict a grazing shot as long as a single success was rolled, but can not be used for *Called Shots*.
* **Extreme Range:** This weapon has an extended range of up to 500 meters
* **Shotgun:** A weapon with this choice ignores enemy defensive actions and negative modifiers. It can´t cause additional damage through excess successes. Additionally this weapon can´t be used to make *Called Shots*.
* **Immobile:** This weapon can´t be fired should the character have moved this turn.
* **Hades Powder:** Applies the effect of *Glass*, *Hematite* and *Silver* until the target laboriously cleaned their skin and clothing.
* **Grenade:** Applies the *Fire* effect to all those within 5 meters of the explosion. All those directly next to the explosion double the recieved damge. Should the hit-roll fail the grenade will be off-target by 2 meters for every missing success or may simply not detonate. The grenade will either detonate a few seconds after being ignited or simply explode on impact; which the player may choose upon recieving them.

### Melee

* **Precise**: Add an additional dice to your dicepool when attempting a *Called Shot* with this weapon.
* **Pole Weapon:** When parrying against a Short-Range attack this weapon is treated as a club. In addition Counter Attacks with this weapon can be made at the cost of 4 Initiative instead.
* **Blunt:** A weapon with this special rule cant be used for *Called Shots* and excess successes on a Dexterity Roll do not cause additional damage.

### Other

* **Silver:** Ghouls wounded by a weapon with this special rule cant use their Essence and only roll a D10 on Evocation Rolls for the rest of combat.
* **Hematite:** Strigoi wounded by a weapon with this special cant use their Essence and only roll a D10 on Evocation Rolls for the rest of combat.
* **Glass:** Revenants wounded by a weapon with this special rule cant use their Essence and only roll a D10 on Evocation Rolls for the rest of combat.
* **Wood:** Weapons with this special rule cause lethal damage to Revenants (should it be the right type of wood).
* **Seawater:** Weapons with this special rule cause lethal damage to Ghouls.
* **Fire:** Targets wounded by a weapon with this special rule recieve D6 points of physical damage. Mortals suffer lethal damage instead.
* **Hex-Paste:** Any *Physical Damage* recieved after being hit with Hexpaste will be converted to *Lethal Damage* until the target laboriously cleaned their skin and clothing. This only works against a single Subfaction of Afflicted which must be chosen during the creation of the Hex-Paste.
* **Heavy Mist:** Everyone caught within reduces their dicepool on Dexterity and Perception Rolls by 3.