Weapons

From Ascension Sojourns

Still a work in progress

Any discrepancies in stats between here and in-game, please contact staff.

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 (Dayjob or Illegal) 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

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. br>+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

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, Shuriken
+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

A firearms license is required to own and carry any Legal firearm...if you want to follow the law.

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 Pis 2 x 4 20 4 17+1 P
074 Semi-Auto Psitol, Hvy.
IMI Desert Eagle (.50 AE)
Pis 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.

Bows

|091||Short Bow||style = "background: #90DBB4"|2|| 4|| 60|| 1 ||1|| N|| |- |092||Hunting Bowstyle = "background: #90DBB4"|2|| 5|| 100|| 1|| 1|| N|| |- |093||Long Bow||style = "background: #90DBB4"|2|| 5 ||120|| 1||1 ||N|| |- |094||Crossbow, Commando||style = "background: #90DBB4"|2|| 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||style = "background: #90DBB4"|2||5 ||90|| 1|| 1|| T|| |- |096||, Hvy.||style = "background: #90DBB4"|2|| 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.

Archery

Num Name Type Cost Strength Damage Range Rate clip Conceal Status
128 Short Bow Bow 1 2 str 100 2 1 T
129 Long Bow Bow 1 2 str 120 2 1 N
132 Compound Bow Bow 2 2 Str+1 200 2 1 T

Throwing

Num Name Type Cost Strength Damage Range Rate clip Conceal Status
116 Blowgun Spec 1 * 1 * 1 1 T Use Athletics
117 Smoke Grenade Spec 1 * - 30 - - J
118 Tear Gas Grenade Spec 1 * - 30 - - J
119 Concussion Grenade Spec 1 * 8 30 - - J
120 White Phosphorus Grenade Spec 1 * 12 30 - - J
121 Fragmentation Grenade Spec 1 * 12 30 - - J
122 Throwing Axe Spec 1 * Str+2 - 1 - J
123 Throwing Knife Spec 1 * Str+1 - 1 - J
124 Rocks Spec 1 * Str+1 - 1 - J
125 Sling Shot Spec 1 * Str+2 50 1 - J
126 Shrukin Spec 1 * Str+1 - 1 - J
141 Pipe Bomb Spec 1 * 3 - - - J
200 Javelin Blad 1 1 STR+2 - - - N

Sphere Specific Weapons

Num Name Type Cost Damage Conceal Status
252 Stake Blad x Str+2 T
253 Fang Dagger* Kni sphere made Str+1 J
254 Klaive* Blad sphere made Str+2 J
255 Grand Klaive* Blad sphere made Str+4 T
256 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 ******************************************************