“You can’t get the blood out.” – Steven Ramirez, Tell Me When I’m Dead

Finesse when using melee weapons in combat.

0 – School drop out, delinquent or just never did well at school.
• – Finished Mandatory Schooling …
•• – Finished Higher Education …
••• – Degree or equivalent …
•••• – Doctorate or …
••••• – Tenurship, Won Global Awards, Nobel Prize

Bikers, Criminals, Martial Artists, Police Officers, Soldiers

Example Specialities: Ambush, Axes, Axes and Hatchets, Baseball Bat, Baton, Bayonet, Big Knives, Blades, Bludgeons, Blunt, Blunt Instruments, Broadsword, Chain, Clubs, Cooking Implements, Dagger, Fencing, Fetish, Fire Axe, Flick-Knife, Gaff Hook, Guns as clubs, Hammer, Hatchets, Heavy Blades, Homemade Weapons, Hooks, Household Objects, Improvised Weapons, Katana, Katar, Kitchen Implements, Klaive Sword, Knives, Kukri, Lobotomy Picks, Machete, Maul, Multiple Opponents, Nightstick, Objects on Hand, Ornamental, Pilum, Pole Arms, Rapier, Reenactment, Scalpels, Scourge, Sickle, Small Pointed Objects, Spanner, Spears, Staff, Stage Combat, Staking, Sting, Straight Razor, Surgical Blades, Swords, Thrown Knives, Torture Implements, Trees, Trident, Whip
World of Darkness Core Pg. 78

Characters learn to use weapons by purchasing the Melee Skill. A character’s Melee is combined with one of his Attributes (usually Dexterity) to create a dice pool with which to attack, parry, and attempt other combat maneuvers.

For each dot that a character has in Melee, he may choose to be familiar with two of the following classes of weapons. The ability to use one of these classes is referred to as a Technique in that class. If the character attempts to use a weapon for which he doesn’t know the Technique, then the difficulty of the roll is increased by 2. One exception: There’s no penalty for the Fist-Loads group; any character with Melee is assumed to know this Technique for “free.” At the Storyteller’s discretion, characters also know how to use simple clubs and sticks for free. Storytellers running historical chronicles and those desiring a bit more accuracy should probably require players to buy techniques in ranged weapons using Power Points from the Archery Skill. The conversion should be simple enough to make.

Class Difficulty Example
Axes And Picks 6 Axe, battle pick, kama
Blades 6 Swords, daggers, hook swords, katar, klaives
Blunt Weapons 4 Clubs, sticks, maces, hammers, sai, tonfa, saps
Fist-Loads 4 Brass knuckles, yawara, bagh nakh, cestus
Flexible wapons 6 Morningstar, nunchucku, chain, three-section staff, manriki-gusari, kusarigama, whip, garotte, nets
Polearms 6 Spear, glaive, halberd, guisarme, naginata


Quarterstaff, bo

Class Difficulty Example
Blowgun 6 Blowguns, fukimi-bari
Bows 6 Longbow, hankyu, yumi
Crossbow 6 Crossbow, chu-ko-nu
Javelin 6 Javelin, thrown spear
Slings 6 Sling, staff-sling, slingshot
Thrown Blades 7 Throwing knives, shuriken, throwing hatchets
Thrown Weapons 5 Thrown swords, thrown clubs

Handheld Weapons Techniques: Axes And Picks — This category includes weapons with a shaft and a blade set at a 90-degree angle to the shaft, rather than projecting straight like a spear. Examples include the battle axe (a common weapon found all over the world), hatchets, battle picks, and the Japanese kama. Blades — Perhaps the most common (and popular) category of weapons. it includes the long sword, broad sword, bastard sword, Japanese katana, Chinese darn dao and jien, Scottish claymore, Roman gladius, and thousands of other swords, daggers, knives, and related weapons. most of them are used to slash or stab; a few, such as the Indian katar, are used to puncture the opponent by punching or jabbing him. This latter category also includes the klaives used by the Garou. Blunt Weapons — Mankind’s earliest weapons were sticks, and in many ways, it’s hard to improve on so basic a weapon. This broad category of weapons that do damage by smashing and crushing tissue includes clubs, escrima sticks, maces, war hammers, the Japanese sai and tonfa, and the like. Fist-Loads — In essence these weapons are fist-size versions of blunt weapons, used to improve the force of a punch. They include the infamous “brass knuckles,” the Japanese yawara, Roman cesti, and a roll of quarters held in the fist. Flexible Weapons — This is one of the most difficult Techniques to learn, but one of the most versatile as well. it covers weapons that are flexible, typically because they involve a rope, chain, leather braid, or similar device. The weapons are either swung so that the centrifugal force generates a tremendous impact, or they’re used to grab, strangle, and throttle an opponent. Examples include the Japanese nunchaku and manriki-gusari, the Morningstar, the three-section staff, the garrote, and the whip. Polearms — These are weapons consisting of a long wooden shaft topped by a blade of some sort. They’re intended primarily for use in formation or from horseback; when used in single combat, it’s often easy for an opponent to get “inside” the blade and attack the wielder with relative ease. Examples include the spear, glaive, guisarme, halberd, fouchard, the Japanese naginata and yari, and the Chinese kwan dao. In the Storyteller system, if a polearm is used in a situation where an opponent is able to get “inside” (i.e., past) the blade, then the difficulty of the wielder’s rolls is thereafter increased by 3. of course, the wielder can simply move backwards and attempt to get the opponent “outside” the blade again, thereby removing this penalty. In many instances, a polearm’s shaft can also be used as a weapon, just like a staff would be used. However, in order to do this, a character must know the Staff Technique; Polearms doesn’t impart this knowledge. “Inside” penalties don’t apply to a polearm shaft being used in this fashion. Most polearms require two hands to use. Staff — This Technique covers weapons such as the quarterstaff and the Japanese bo. In a pinch, any straight, sturdy stick between five and seven feet should do. Ranged Weapon Techniques: Blowguns — These weapons consist of a long, narrow tube into which the wielder blows to propel a small dart toward the target. These darts are usually poisoned. This category also includes fukimi-bari — small darts blown directly from the mouth (a ninja favorite). Bows — A weapon consisting of a flexible wooden shaft whose ends are connected by a string; the string is drawn back and released, propelling a missile — an arrow — with tremendous force. Bows are used by practically every culture in the world and come in many different varieties. Crossbows — A bow attached horizontally to a stock so that it can be carried while loaded without significant effort. It can propel its missiles, known as bolts or quarrels, with greater force and range than a bow. Crossbows were primarily used in Europe, though the Chinese and some other cultures also developed them (the Chinese even created a repeating crossbow, the chu-ko-nu). Javelin — This class includes all types of throwing spears and similar weapons. Characters who know the Polearms Technique may throw their spears, but at +1 to the difficulty. Slings — Weapons consisting of two cords attached to a small pouch, and then the weapon is swung vigorously. At the right moment, one of the cords is released, allowing the bullet to be thrown with great force. Variants include the fustibal or staff-sling (a sling attached to a staff, for greater swinging power) and the slingshot (a modern variant incorating elastic bands and a handle). Thrown Blades — Throwing daggers, Japanese shuriken (throwing stars), darts, and other small bladed weapons designed to be thrown. These weapons are sometimes poisoned. This Technique is also used for certain blunt throwing weapons, such as boomerangs. Thrown Weapons — The Technique of throwing weapons not normally designed to be thrown, such as swords, clubs, and battle axes. Weapons may be thrown up to eight hexes if large (swords, axes) and 12 hexes if small (chains, knives). Of course, these weapon classes are somewhat subjective; they’re simply an attempt to group weapons into reasonably similar types. They’re also incomplete. Attacking With Weapons: Hitting an opponent with a weapon is a reasonably simple process. The difficulty to strike an opponent is listed in the Weapon Techniques table. The dice pool is calculated as follows: Dexterity + Melee + Weapon and/or maneuver Accuracy modifiers (if any) – health level penalties (if any) = dice pool. Weapons Damage: Dexterity + Melee + Weapon and/or maneuver Accuracy modifiers (if any). Storytellers may allow characters to add their Melee Skill to this dice pool, but as we cautioned before, this will make the game system unbelievably lethal unless the opponent’s Stamina is likewise subtracted. The difficulty is 6. It’s important to note that weapons only do Kill damage — even blunt weapons such as clubs. The puse of a weapon is to do grievous injury to an opponent, not to give him a love-tap. Even the simplest stick or club is much tougher than the typical fist — they can break bones with ease in many cases. And, of course, it almost goes without saying how deadly edged weapons are. If a character wants to do Stun damage with a weapon, he needs to know the Dazing Blow maneuver.


ANother World of Darkness - Alpha Network Greyman Greyman