Weapons

From Ascension Sojourns

Heading marked with a * are restricted due to theme.

Other Reference Pages
Gear Weapons Charts
Combat Systems Chart Dramatic Feats Charts Feats of Strength Chart Xp Chart

COSTS

Nothing in the world is free. Everything cost either money, time, blood, sweat or tears.
Costs in these charts reflect the level of resources needed to buy the item.
After your initial starting shopping spree, any purchase above your Resources may require a wait time.
The following format would be extremely helpful. Failure to follow this could delay you receiving your items.
Items not on either Weapons or Gear list that you'd like may be added at staff discretion, ask us.
+request Shopping List=<# and name of item 1>,<# and name of item 2>, etc..

Example: +request Shopping List=Weapons: #005 Light Pistol 9mm, #112 Taser %RGear: 008 Cheap Desktop, 001 Flashlight...

After approval, multiply your Resources(Dayjob or Illegal) x3, this is the number of points you have to spend on items.
This is to represent the items you bring with you to town. The +gear list the cost of each item. The +wpns list was too
long to include in the list. Click here for full gear list

Res 1 = 3pt
Res 2 = 6pts
Res 3 = 9pts
Res 4 = 12pts
Res 5 = 15pts
Extra points may be allowed based off your Resources-Investiments, but this needs to be discussed with staff and is not a given.

Difficulty

All difficulties are 6, if you meet the Strength requirement. If you do not meet the strength requirement your difficulty increases equal to the difference between your Strength stat and what is required. Example: Heavy Revolver requires Strength 3, you have Strength 2, 3-2=1, your diff raises from 6 to 7.

Staff may change your difficult while running a scene. If you have a modified weapon, it will be +noted with stats.

Strength requirements: Where a strength requirement is listed as 2(3/4/5), 2= if you are just carrying it around 3= firing at short range 4= firing at medium range 5= firing at long range

Available Weapons

Melee

Axes

Num Name Type Cost Strength
Required
Difficulty Damage Conceal Note
001 Hatchet Axe 1 1 6 STR+1 J
002 Tomahawk Axe 1 1 6 STR+2 J
003 Axe Axe 2 2 7 Str+3 N Wood Axe
004 Great Axe Axe 3 3 7 Str+6 /L N Two-handed. Minimum Strength 3 to use
005 Pole Arm Mel 3 3 7/9 STR+3/L N Two-handed, +2 diff to use one-handed*

Blades

Blades over 6 inches are illegal to carry in public.

Num Name Cost Strength
Required
Difficulty Damage Conceal Note
020 Stiletto 1 x 4 STR+1/L P Penetrates up to three points of armor.
021 Knife 1 x 4 Str+1/L P
022 Short Sword 3 x 5 Str+3/L J
023 Sword 3 x 5 Str+2/L T
024 Katana 3 x 6 Str+3/L T May be used two-handed for an additional +1 damage die.
025 Great Sword 3 3 5 STR+6/L N Two-handed weapon; very heavy – requires min. Strength 3 to employ
026 Sai 2 x 5 STR+1/L J +1 to dice pool when used to block.
+2 to dice pool for disarm attempts.
027 Hook Sword 2 x 7/9 STR+3/L T Used as pair,
Requires two hands to employ properly; +2 difficulty if used one-handed.
+1 to dice pool when used to block.
+2 to dice pool for disarm attempts.

Clubbing Weapons

Num Name Cost Strength
Required
Difficulty Damage Conceal Note
030 Riot Baton 1 x 5 STR+1/B T
031 Baseball Bat 1 x 5 Str+2/B T
032 Crowbar 1 x 6 Str+1/L J
033 Staff 1 x 6 Str+1/B N
034 Iron Staff 2 3 7 Str+3/B N Two-handed weapon; very heavy – requires min. Strength 3 to employ.
035 Mace 2 x 6 STR+2/L N
036 Nunchaku 1 x 7 STR+2/B T +1 to dice pool when used to block.
+1 difficulty to opponent’s block attempts.
037 Spiked Club 1 x 6 Str+2/L T
038 Huge Spiked Club 1 3 7 Str+4/L N Two-handed weapon; very heavy – requires min. Strength 3 to employ

Not Currently Available

Note: The fist-extension weapons will be put into the game soon. But any other weapons below that are not in-game currently. If want one of them, and think you have a good reason for it, +request. Requests answers will be determined by theme and current Ic "rules".

Fist-Extension Weapons

Num Name Cost Strength
Required
Difficulty Damage Conceal Note
041 Sap 1 x 4 Str+1/B P
042 Brass Knuckles 1 x 6 Str+/L P
043 Spike Gauntlest 3 x 6 Str+1/L J
044 Hand Claws (small) 3 x 6 Str+1/L P
045 Hand Claws (lg) 2 x 6 Str+2/L P
046 Katar 2 x 6 STR+2 J Penetrates up to three points of armor.
+1 to dice pool when used to block.
047 War Fan 2 x 5 STR+2/L J +1 to dice pool when used to block
+1 difficulty to opponent’s block attempts.
048 Chakram 3 x 5 STR+2/L J Aka: Wind and Fire Wheel, Boomerang, Kunai, Makibishi
+2 to dice pool for disarm attempts.

Improvised Weapons

Num Name Cost Strength
Required
Difficulty Damage Conceal Note
051 Broken Bottle 1 x 6 Str+1/L P Breaks after three uses.
052 Chair x x 7 Str+2/B N
053 Chain Saw 2 x 8 Str+7/L N On a botch, user inflicts damage upon self
054 Table x 3 8 Str+3 T Two-handed weapon; very heavy – requires min. Strength 3 to employ

Whips and Chains

Num Name Cost Strength
Required
Difficulty Damage Conceal Note
061 Chain x 5 STR/B J
062 Chain Whip 2 x 6 Str+1/L J
063 Kusarigama 2 x 7 STR+3/B T Requires two hands to employ properly; +2 difficulty if used one-handed.
Requires two hands to employ properly; +2 difficulty if used one-handed.
064 Manriki-gusari 1 x 7 STR+2/L T Requires two hands to employ properly; +2 difficulty if used one-handed.
Requires two hands to employ properly; +2 difficulty if used one-handed.
065 Flogger 2 x 6 Str+1/B -
066 Barbed Cat 3 x 6 Str/L J
067 Whip 2 x 6 STR/L J
068 Bull Whip 2 x 7 Str+1/L J

Firearms*

These items don't exist don't exist in the realm. They are included here for the sake of being thorough.

Num Name Type Cost Strength Damage Range Rate clip Conceal Status
071 Light Revolver .38 Special Rev 3 x 4 12 3 6 P
072 Heavy Revolver .44 Magnum Rev 3 x 6 35 2 6 J
073 Light Pistol 9mm Pistol 2 x 4 20 4 17+1 P
074 Semi-Auto Psitol, Hvy.
IMI Desert Eagle (.50 AE)
Pistol 2 x 5 30 3 7+1 J
075 Rifle - Hunting (30.06) Rif 3 x 8 200 1 5+1 N
076 Small SMG
Ingram Mac-10 (9mm)
SMG 4 x 4 25 3 30+1 J Illegal
Gun may fire full-auto, three-round bursts, and strafing sprays
077 Large SMG
HK MP-5 (9mm)
SMG 3 x 4 50 3 30+1 T Illegal
Gun may fire full-auto, three-round bursts, and strafing sprays
078 Assault Rifle
AK-47 (7.62x39mm)
Ass 4 x 7 150 3 42+1 N Illegal
Gun may fire full-auto, three-round bursts, and strafing sprays
079 Shotgun, Sawed off
Winchester Model 24 double barrel (12 Gauge)
shot 3 x 8 10 2 2 J
080 Shotgun
Ithaca M-37 (12 Gauge)
Shot 2 x 8 20 1 5+1 T
081 Shotgun, Semi-Automatic
Benelli M4 (12 Gauge)
Shot 3 x 8 25 3 6+1 N
082 Shotgun, Assault
MPS AA-12 (12 Gauge)
Shot 3 x 8 50 3 32+1 T Gun may fire full-auto, three-round bursts, and strafing sprays.

Special Ammunition Types*

Requires Resources 3+. Contact Staff if you want/need any of these.

Most of these don't exist in the realm due to firearms not being allowed.

Name Damage Effects
Ectoplasmic Disruptors 5/A Blasts spirit entities and vampires with aggravated damage explosion; normal damage to physical beings.
Explosive Shells 6/L Mini-grenades; six dice on target, minus one die/ yard from impact to max. of -6 dice; usable only in shotguns and Technocratic firearms.
Flechettes 7/L Tiny darts; modern body armor reduced by -2 to protection from this ammo, but old-style thick armor counts as double for this ammo only; only from shotguns and

Technocratic firearms.

Incendiary Rounds 4/A Phosphorus – ignites in air when fired; inflict two dice aggravated damage for one turn after they hit; ignite flammable objects.
Rubber Bullets B Damage as normal bullets for the gun, but bashing, not lethal.
Taser Bullets 5/B Electrical charge inflicts 5 levels bashing for two turns; Technocratic special ammo.
Tear Gas Rounds B Fills two meter radius with tear gas – see Toxins, p.456; shotguns and Technocratic firearms only.
Teflon Bullets L Damage as per normal bullets for the gun, but reduce armor protection value by -1.

Special Gun Sights*

Scopes add two dice to shooter’s dice pool for the first shot only.

Name Damage Effects
Laser Sight -1 One turn to aim. -- In Gear
Sniper Scope -2 Two turns to aim.
Night Vision Scope -1 Dark only; also lets shooter see in darkness.
Computer Targeting -3 One turn to aim.

Bows

Num Name Cost Strength Damage Range Rate clip Conceal Status
091 Short Bow 2 2 4 60 1 1 N
092 Hunting Bow 2 3 5 100 1 1 N
093 Long Bow 2 3 5 120 1 1 N
094 Crossbow, Commando 2 x 3 20 1 1 J Collapsible; requires one turn to unfold from storage configuration, plus one action to load once it has been unfolded
095 Crossbow 2 x 5 90 1 1 T
096 Crossbow, Hvy. 2 x 6 100 1 1 N

Misc

Num Name Cost Damage Range Rate clip Conceal Status
100 Taser 2 5 5 1 1 P Bashing damage, not lethal; adds no extra damage from successes scored. Tear gas and Technocratic pacification spray

also reduce target’s dice pools by two dice for one turn per success.

102 Tear Gas 2 3 3 1 5 P Bashing damage, not lethal; adds no extra damage from successes scored. Tear gas and Technocratic pacification spray

also reduce target’s dice pools by two dice for one turn per success.

103 Pacification Spray 2 5 3 1 5 P Bashing damage, not lethal; adds no extra damage from successes scored. Tear gas and Technocratic pacification spray also reduce target’s dice pools by two dice for one turn per success.

Military Weapons*

Num Name Cost Damage Range Rate clip Conceal Status
110 .30 Caliber Machine Gun N/A 12 800 5 100 N Gun may fire full-auto, three-round bursts, and strafing sprays.
111 .50 Caliber Machine Gun N/A 16 1000 5 200 N Gun may fire full-auto, three-round bursts, and strafing sprays.
Not man-portable; must be mounted on vehicle.
112 30 mm Cannon N/A 15 1200 8 100 N Gun may fire full-auto, three-round bursts, and strafing sprays.
Chain-gun; not normally man-portable, but carried by some HIT Marks and heavy-duty cyborgs. Halves armor

protection due to high-speed “drilling” effect.

113 M-79 Grenade Launcher N/A 6 400 1 1 N See Explosives chart.
114 M-19 Grenade Launcher N/A 8 600 2 1 N Not man-portable; must be mounted on vehicle.
See Explosives chart.
115 Flamethrower N/A 3 levels/ turn, fire 60 1 5 N See Explosives chart.
116 Rocket Launcher N/A 12-16 500+ 1 1 N See Explosives chart.

Throwing Weapons

Num Name Cost Strength Difficulty Damage Conceal
120 Knife 1 x 6 Strength/L P
121 Shuriken 1 x 7 3/L P
122 Spear 2 x 6 Strength +1/L N
123 Stone x x 5 Strength/B varies
124 Stone, Large x x 5 Strength +3/B N
125 Tomahawk 2 x 6 Strength +1/L J

Sphere Specific Weapons

Name Type Cost Damage Conceal Status
Stake Blad x Str+2 T
Fang Dagger* Kni sphere made Str+1 J
Klaive* Blad sphere made Str+2 J
Grand Klaive* Blad sphere made Str+4 T
Pain Dagger Blad sphere made STR+3 J

Armor

 ===============================================================================
Num Name                          Type Diff Dam   Rof Cap Con Ran SH  Pool      
==============================================================================                                                            
258 Reinforced Clothing           Armor-    -     -   -   C   -   -   +1Soak    
259 Armor T-Shirt                 Armor-    -1Dex -   -   C   -   -   +2Soak    
260 Chainmail                     Armor-    -1Dex -   -   T   -   -   +2Soak    
261 Kevlar Vest                   Armor-    -2Dex -   -   C   -   -   +3Soak    
262 Flak Jacket                   Armor-    -3Dex -   -   C   -   -   +4Soak    
263 Riot Gear                     Armor-    -4Dex -   -   C   -   -   +5Soak    
264 Light Armor                   Armor-    -2 Dex-   -   N   -   -   +2Soak    
265 Composit Armor                Armor-    -1Dex -   -   N   -   -   +2Soak    
266 Heavy Armor                   Armor-    -3 Dex-   -   N   -   -   +3Soak    
267 Full Plate                    Armor-    -5 Dex-   -   N   -   -   +5Soak    
268 Light Helm                    Armor-    -2Per -   -   N   -   -   +2vsHead  
269 Full Helm                     Armor-    -3Per -   -   N   -   -   +3vsHead  
270 Biker Helmet                  Armor-    -1Per -   -   N   -   -   +2vsHead  
273 ******************************************************           

Shields

===============================================================================
Num Name                          Type Diff Dam   Rof   Cap Con Ran SH   Pool      
==============================================================================                                   
274 ********SHEILDS********                                                     
275 Small Sheild                  Shei 6    -      -     -   N   -   -   Parry     
276 Footman's Sheild              Shei 6    Mel+1  -     -   N   -   -   Parry     
277 Full Sheild                   Shei 6    Mel+3  -1Dex -   N   -   -   Parry     
278 Roman Shield                  Shei 6    Mel+4  -3Dex -   N   -   -   Parry     
282 ******************************************************