Wooden Stake
Damage: STR +2
Scale: Character
Skill: Melee Weapons: Stake
Difficulty: Easy (7) to stab for normal damage. Moderate
(15) to stake a vampire in the heart.
Concealability: Very Easy (3)
Note: A wooden stake may be thrown, but the Difficulty
increases to Very Difficult (25)..
Image courtesy of Buffyguide.com
Typical Knife
Damage: STR +1D
Scale: Character
Skill: Melee Weapons: Knife
Difficulty: Easy (7)
Concealability: Very Easy (3)
Note: A typical knife can be thrown, but increase the
difficulty by 5.
Typical Throwing Knife
Damage: STR + 2 if thrown, STR +1D if used as a regular knife.
Scale: Character
Skill: Thrown Weapons: Knife
Range: 2-3/5/10
Concealability: Very Easy (3).
Sword
Damage: STR +2D
Scale: Character
Skill: Melee Weapons: Sword
Difficulty: Easy (10); If the wielder attempts to
decapitate (cut the head off) an enemy, she must match a Difficult (20)
target number + any Dodge or Parry effort by the defending victim.
Concealability: Difficulty (20).
Battle Axe
Damage: STR +2D+2
Scale: Character
Skill: Melee Weapons: Axe
Difficulty: Moderate (12); If the wielder attempts
to decapitate (cut the head off) an enemy, she must match a Very Difficult
(25) target number + any Dodge or Parry effort by the defending victim.
Concealability: Difficulty (20).
Club/Baseball Bat
Damage: STR + 1D+1
Scale: Character
Skill: Melee Weapons: Club
Difficulty: Easy (7)
Concealability: Moderate (15)
Notes: Clubs are any blunt object made to hit something
else hard. GM's should alter the damage rating depending on the quality
of the club. For example, a broom stick might only do STR + 2 pips
of damage while a crowbar might do STR+ 1D+2.
Stunstick
Damage: STR + 2D stun damage.
Scale: Character
Skill: Melee Weapons: Club
Difficulty: Easy (8)
Concealability: Moderate (13)
Notes: Stunsticks look like police batons and unload a
heavy duty shock into the target upon a successful hit. Each stick
can land 20 stunning blows before the battery needs to be changed.
Bow
Damage: STR+1D
Ammo: 1
Range: 2-15/25/50. Add +15 to the Difficulty if aiming
for the heart.
ROF: 1. Requires 1 action to reload.
Concealability: Very Easy (5)
Crossbow
Damage: 5D
Ammo: 1
Range: 2-15/25/50. Add +15 to the Difficulty if aiming
for the heart.
ROF: 1. Requires 1 action to reload.
Concealability: Moderate (15)
Crossbow Pistol
Damage: 3D+1
Ammo: 1
Range: 2-5/12/20. Add +15 to the Difficulty if aiming
for the heart.
ROF: 1. Requires 1 action to reload.
Concealability: Easy (7)
Notes: Crossbow Pistols may be wielded one-handed.
Holy Water
Damage: 5D to vampires only. Continues to damage the vampire,
diminishing at a rate of -1D per round after the first (4D 2nd round, etc.).
Ammo: 1 (per vial).
Range: 2/5/10.
ROF: 1.
Concealability: Very Easy (1)
FIREARMS
Firearms are very rarely used in the world of Buffy. While they
hurt vampires, they will not kill them. But even against demons and
other nasties, characters have rarely (if ever) used firearms--even the
bad guys don't reach for the guns very often. Keep that in mind when
running the game--characters "gear up" with double-bladed axes, wooden
stakes and crossbows, not assault rifles and grenades. What might
not make "practical" sense to a bunch of seasoned gamers who are about
to send their characters into a nest of vampires makes perfect sense in
the setting of Buffy. If you're wanting a "hard combat" style vampire
game, White Wolf's Vampire is an excellent choice.
The guns listed here are pretty basic. For much more detailed lists of firearms, check out Joe's Gun Catalog or Aaron LaBow's weapons list in PDF or Word 2000 formats. You can use the ranges given below for the weapons that Joe lists (or the ranges listed by Aaron).
Handgun
Damage: 4D
Ammo: 12
Range: 3-10/30/60
ROF: 3 shots per round maximum. No burst.
Concealability: Very Easy (5)
Image courtesy of Buffyguide.com
High-powered Handgun
Damage: 5D
Ammo: 12
Range: 3-7/25/50
ROF: 2 shots per round maximum. No burst.
Concealability: Easy (7)
Notes: -1 pip to all "To-Hit" rolls.
Machine Pistol
Damage: 4D
Ammo: 15
Range: 3-10/30/60
ROF: Single: 3 shots per round. Semi-automatic: 2 bursts of
3 bullets rendering 5D damage per burst (roll once per burst). -1D on "To-Hit"
rolls in semi-automatic. Full automatic: Can empty the clip in one round,
either spraying (See Spraying in the Combat section) or Concentrating Fire
resulting in +1D to hit and 5D+2 damage.
Concealability: Easy (7)
Submachine Gun
Damage: 5D
Ammo: 30
Range: 6-10/35/75
ROF: Single: 3 shots per round. Semi-automatic: 2 bursts of
3 bullets rendering 5D+2 damage per burst (roll once per burst). -1D on
"To-Hit" rolls in semi-automatic. Full automatic: Can empty the clip in
one round, either spraying (See Spraying in the Combat section) or Concentrating
Fire resulting in +1D to hit and 6D damage.
Concealability: Easy (9)
Automatic Rifle
Damage: 6D
Ammo: 50
Range: 5-30/100/300
ROF: Single: 3 shots per round. Semi-automatic: 2 bursts
of 3 bullets rendering 5D+2 damage per burst (roll once per burst). -1D
on "To-Hit" rolls in semi-automatic. Full automatic: Can empty the clip
in one round, either spraying (See Spraying in the Combat section) or Concentrating
Fire resulting in +1D to hit and 6D damage.
Concealability: Very Difficult (25)
Pump Shotgun
Damage: 5D (buckshot) / 6D (solid slug)
Ammo: 5
Range: 2-5/10/20
ROF: 2 shots per round maximum.
Concealability: Difficult (20) for full-barrelled shotguns.
Moderate (10) for sawed-off shotguns.
Notes: Sawed-off shotguns do 6D damage at Point Blank range
but suffer a -1D cumulative penalty to damage rolls for every 5 meters
beyond the first.
Stun Pistol
Damage: 5D
Ammo: 15
Range: 3-10/30/60
ROF: 3 shots per round maximum.
Concealability: Very Easy (4).
Notes: Stun Pistols can look like a normal pistol, or
just about anything else the designer wishes. They are created by
resistance programmers to deliver a "shock" to recipients that will render
the target immobile 1 minute for each point of damage above the Target's
opposed Constitution roll.
Stun Rifle
Damage: 6D
Ammo: 15
Range: 5-30/100/300
ROF: 3 shots per round maximum for single shot or Burst:
2 bursts of 3 blasts for 7D damage each (roll separately for each burst).
Concealability: Difficult (20).
Notes: see notes on stun pistols, though the Rifle must
be larger.
Image courtesy of Buffyguide.com
Dart Rifle
Damage: None. See below. Delivers a dart that
is usually loaded with a heavy tranquilizer.
Ammo: 15
Range: 5-30/100/300
ROF: 1 dart.
Concealability: Difficult (20).
Notes: Dart rifles fire a dart that is usually tipped
with a heavy tranquilizer (7D or 8D potency) that will render the target
unconscious (very, very sleepy) for 10 minutes + 5 minutes for every 1
point of "damage" from the tranquilizer that exceeds the target's opposed
Resistance roll. Tranquilizers work on vampires and most demons,
though their increased Constitutions may provide some protection above
that of a normal human.
Flamethrower
Damage: 6D
Skill: Shooting Stuff: Flamethrowers
Ammo: 50 burst/3D
Range: 1-4/8/12
ROF: 1 burst per round maximum. Can "spray" an entire
area (about 10m wide) with a hose-like stream that counts as 4 bursts.
Note: Flamethrowers are rare, very bulky, and somewhat
dangerous. If the fuel tank (usually worn on the back) is pierced
or ignited it will do 9D damage to anyone with 5 meters of the blast center
(reduce damage by 1D for each 5 meters from the core blast).
Shield
Type: Personal protection.
Scale: Character.
Protection: Free action to Parry a melee attack (Stabbing,
Slashing, Bludgeoning or Hurting People). Acts as 4D Protection
when used as Cover against missile attacks (no free action).
Cost: Highly variable (depending on style and quality).
Availability: Common in medieval times. In modern times,
many things may be used as a shield: garbage can lids, brief cases,
street signs, etc. Some shields may provide less protection.
Concealability: Very Difficult (25)
Leather
Type: Personal clothing.
Scale: Character.
Cost: NA.
Availability: Common.
Concealability: Very Easy (but usually unnecessary).
Game Notes: Leather gives +2 pips versus physical damage
(but not against energy, heat or cold) and looks really cool.
Kevlar Vest
Type: Personal body armor.
Scale: Character.
Cost: NA.
Availability: Uncommon.
Concealability: Moderate.
Game Notes: Grants +1D+1 against physical damage (but
not against energy, heat or cold) and it looks a bit goofy.
Full Body Armor
Type: Modern Military armor.
Scale: Character.
Cost: NA.
Availability: Rare.
Concealability: Difficult.
Game Notes: Grants +2D+2 protection versus all damage
but reduces all Dexterity-related skill tests and checks by 1D.
Full Suit of Armor
Type: Medieval armor.
Scale: Character.
Protection: +2D versus all damage, but reduces Body rolls
dependent on dexterity by 2D.
Cost: $3000 (modern)
Availability: Rare.
Concealability: Very, very Difficult (30).
EXPLOSIVES
Grenades
Scale: Character.
Range: 2/5/10.
Cost: Generally not widely available, but about $20 apiece
on the blackmarket.
Damage:
Pipebombs
Scale: Character
Range: 2/4/8
Cost: Very inexpensive--easily Scrounged together if explosive
powder is available.
Damage: 4D damage within 2 meters of explosion.
Reduce damage by 1D for each additional 2 meters from site of impact.
Note: "Pipebombs" include just about every small, makeshift
bomb the characters might whip up.
Motorcycle
Scale: Personal Vehicle.
Length: 2 meters.
Cost: Civilian models: $2000 (used); $10,000 (new).
Skill: Burnin' Rubber: Motorcycles
Speed: 80 kph / 200 kph.
Body: 6D (note this game does not use Scale to add or
remove dice).
Maneuverability: 2D.
Crew: 1 (can hold another rider, but increase Piloting Difficulties
by 5).
Crew Skill: 5D for professional racers; 3D for standard
riders.
Cargo: Very little: enough for a water bottle, a few camping
supplies, and small toolkit.
Jeep
Craft: 4-wheeled, all terrain passenger vehicle.
Scale: Personal Vehicle.
Length: 3.5 meters.
Cost: Civilian models: $7000 (used); $15,000 (new).
Military models: 18,000 (used); 32,000 (new).
Skill: Burnin' Rubber: Cars
Speed: 30 mph / 60 mph / 90 mph / 110 mph.
Body: 8D
Maneuverability: 1D.
Crew: 1.
Passengers: Fits 4 (including driver) comfortably.
Up to 8 may be squeezed in if no additional cargo is carried.
Crew Skill: 4D for professional/military drivers; 3D for
most experienced civilians.
Cargo: Cargo area "trunk" is approximate 2 meters wide,
1 meter deep, and 1 meter high..
Description: Jeeps are 4-wheeled all terrain vehicles
commonly used on outpost worlds where roads are rough or nonexistent.
They tend to be reliable, tough vehicles, but provide little of luxuries
and comfort.
Passenger Car
Craft: Standard, boring sedan.
Scale: Personal Vehicle.
Length: 4 meters.
Cost: $7000 (used); $15,000 (new).
Skill: Burnin' Rubber: Cars
Speed: 40 mph / 60 mph / 90 mph / 110 mph.
Body: 8D
Maneuverability: 0D for most cars. Sports cars may
have +1-3D.
Crew: 1.
Passengers: Fits 4 (including driver) comfortably.
Up to 8 may be squeezed in if no additional cargo is carried.
Crew Skill: 4D for professional/military drivers; 3D for
most experienced civilians.
Cargo: Cargo area "trunk" is approximate 2 meters wide,
1 meter deep, and 1 meter high.