Vtm v5 weapons. What about Potence "Feral weapons".

Vtm v5 weapons Using weapon damage at all is an optional rule in the system, and as such is found in the advanced combat section in the back (somewhere in the 300s). The following lists cover some vampiric artifacts that play a role in the official canon, as well as templates found in gamebooks. Your character may fire at twice this distance, but attacks are considered long range (difficulty 8). ) This is pretty self-explanatory and straightforward. Composure + Firearms (keeping cool in combat; knowing when and where to fire to hit your opposition, not being surprised by the sudden appearance of new combatants). 454 7 7 1 5 . In the most common scenario ("I swing my claws at him. They are, by necessity, somewhat abstract, but they are intended to be true to the What about Potence "Feral weapons". Pole weapons are also useful in individual combat. Clip size, range, etc. 2) Combat actions include close combat using Strength or Dexterity skills, ranged combat using Firearms or Athletics by your weapon or manuver Soak damage: roll Stamina . While some core parts of the rules are the same as before, the actual mechanics are quite different. V5 pg 304, Armor Each point of armor changes 1 point of Aggravated damage from puncturing or bladed weapons (per damage roll) to Superficial damage, which is then halved as usual. 379 - 381 has some more advanced/specialised weapons (like flamethrowers and net guns). Take an expert skill spread, with 4 Brawl+kindred specialty and high stealth and subterfuge. " Jan 20, 2021 · As I play VTM rather than V5, I stick with Dexterity. They should release V5 But No Bullshit as their next book, it's just the rules written as clearly as possible. 44m 7 6 2 6 . Vampiric Bite Attacks still only deal two points of Aggravated damage despite the number of From optimization perspective with Fleetless it's better to pack DEX and using 1h melee STR+3 weapon vs melee STR+4 weapon becasue with maxed DEX + Atheltics you can get to 15 dodge dice. 50ae 8 7 1 7 . Dexterity + Firearms – Pulling the gun out quickly to shoot. Combat and warfare are likely to be central to many Dark Ages: Vampire chronicles, be they associated with the mortal conflicts that Plague Europe or the War of Princes between Cainites. They get a total of 5 successes. They roll 4 successes. Medium piercing, gunshot +3 Damage Yes, in the Corebook there is a table with basic weapons (like pistols and knives) on p. If you have access to D20 Modern or the weapon locker supplement, they have decent info for all types of weapons, ie. 22lr 6 2 5 5 light submachine guns 9mm 7 4 18 30 . The type of damage may vary against supernatural enemies. In the heat of a shootout. Small items on the user are affected by this power, however, backpacks and other large items are not. More eyes = more chances to slip. Jun 5, 2024 · All-out attack: Grants a +1 damage bonus (emptying a ranged weapon if using one) while foregoing defending against attacks this turn. Only the first shot. Does anyone have an extended weapon chart? The core books only have a list of about 7 very basic ones. Thanks for you answer! Jan 22, 2025 · The Vampire the Masquerade 5th Edition Homebrew Wiki is a project for the fan community for Vampire the Masquerade 5th Edition (or V5) to have a sort of 'one stop shop' for a variety of homebrew. Vampire: The Masquerade 5th Edition, also known as V5, is the recent version of Vampire: The Masquerade and was released in 2018, with the publication of Vampire: The Masquerade 5th Edition Corebook. This power is employed for its utility above all else, allowing the user to become a beast, turn their limbs into weapons or touch the more animalistic side of their Beast. So, heavy automatic weapons are accounted for through 2 separate rules. (V5, p270) The actual pool called for depends on the situation and ST judgment. Defender rolls Dex + Athletics to try and get out of the way. ) Firearms . I mainly picked +5 because it is stronger than a shotgun, and V5 seems to be a game that likes capping things out at 5 or 10. 357m 6 5 2 6 light pistols 9mm 7 4 4 17 . Reach, ease of construction, and formation tactics make pole weapons as popular as they have been since ancient times. 304, and then pp. Want to help improve the wiki? Anyone can contribute to the wiki. There is also the information about some of the Relics (that are not the Artifacts Endowment from H5) that usually Witch-Hunters use, you can see them here. 38 6 4 3 5 . 32acp 7 3 15 20 Sep 18, 2024 · Protean is a power that shapes and mutates the form of the user. ”When activated, the vampire’s natural weapon of choice becomes a light piercing Brawl weapon with a +2 modifier to damage. The wiki has been designed for what should be an easy user interface, both for homebrew developers and fans who simply wish to read the material on Sep 18, 2024 · The Brujah use this power as a lethal weapon to cut short any confrontation they don't want to deal with and crack any skulls in their way. Improivsed +0 Damage. The following mechanics attempt to capture the drama and feel of combat without bogging the game down in unnecessary detail. There's no plural, so only one thing can be done at a time. (Weapon still being broad, though - I wouldn't bother going down to "a single fingernail" or "left-hand" - claws, fangs, talons, etc. ) Feral Weapons act as “natural weapons” and use Brawl instead of Melee meaning they are still inflicting unarmed damage. No, because they don't create an abstract damage bonus, but a specific weapon with a damage value. With 4 Str blood surge and feral weapons, you now have 11 dice to your brawl, with a +2 weapon which does non-halved superficial damage. It contains new and overhauled rules, and Use your initial 15XP to buy Feral Weapons. 45acp 8 5 3 7 . That does superficial damage that is not halved? I'm new to 5th edition as well and I'm trying to learn the mechanics. Firearms deliver lethal damage against mortals. Light impact +1 Damage. Masquerade consequences: If I were working with the Second Inquisition, I’d be listening to my police scanner for any reports of groups of pale dudes carrying weapons (especially archaic ones) at night. 380acp 7 4 3 7 . It discusses: 1) Initiative is determined by Composure + Awareness, with the highest rating acting first in descending order. . Given the weapon chart, I feel its best to consider weapons capping out at +5, given that the listed weapons only go up to +4. Jun 18, 2024 · This community wiki's goal is to be a repository of Vampire: The Masquerade 5th Edition related knowledge, useful for both new and experienced fans. This protection is in general only useful to mortals and thin-bloods, as vampires already consider those types of damage Superficial. Ties are broken by certain attributes. This document provides rules for initiative, combat actions, and resolving conflicts in Vampire: The Masquerade. Flame throwers are heavy and bulky severely limiting the mobility of the user and making them more easily noticed in an urban area, you burn (heh heh) through ammunition alarmingly quickly, and having one often means you're going to be the enemy's first target. If the all-out attack misses, anyone acting against the combatant get +1 die next turn. So they roll Dex + Melee. Range: This number represents the practical shot range in yards (difficulty 6). ) Dexterity + Melee – One-handed weapons (hand axe, dagger, knife, baton, etc. In Errata September 2019, about Feral Weapons: "Vampirc Bite Attack still only deal 2 point of Aggravated Damage despite the number of Successes, but do no suffer the called shot penalty" Not was i hoping for but still good news. Heavy impact +3 Damage. Vicissitude provides "the equivalent of a light piercing or heavy impact weapon (+2 Damage)" and Feral Weapons causes this to happen: "the vampire’s natural weapon of choice becomes a light piercing Brawl weapon with a +2 modifier to damage. For example, attacker is swinging a one handed sword (+2 damage value). (Quick draw) Composure + Firearms – Keeping aim while shooting. 475 7 7 1 6 10mm 8 3 4 15 . They also utilize their strengths with Presence to sway the crowds through Spark of Rage . Correct me if I'm wrong, but feral weapons / werewolves doesn't do aggrevated damage in 5th, but superficial damage that is not halved? Atleast that's what is written in the rule book Flame throwers are legal in 48 states but I don't know anyone that owns one. Damage is equal to the extra successes, plus the damage value of the weapon. I can see +6 if we push it. 40s/w 7 5 3 10 . I also have the Guide to Sabbat, which I noticed had 2-3 new weapons and combat maneuvers. Weapon Damage Types. Complex pike formations will take over a century to evolve, but armies remember phalanx tactics and experiment with new methods. Cue a joke about how terribly V5 books are laid out. I'm more generous with Aim rules so I don't really need to switch out Dex for perception when sniping, because you'll get most of your Perception added on to the roll and it becomes Dex+Firearms+Perception (and Auspex mitigates the need for a scope/reduces range penalties) Artifacts are rare, often sought-after items with special powers. Powerful beyond imagination, the following The options were mostly added to make the power more broad in scope (Feral Weapons pulls double duty on Serpentis & Protean) Whenever things don't add up in V5, I turn to earlier editions For instance, V5 has little mention of the kiss outside of a one-line definition. Weapons Chart Firearms calibre diff damage rate clip revolvers. Apr 9, 2023 · Strength + Melee – Two-handed weapons (Large axe, claymore, baseball bat, etc. The +1, +2, +3, or +4 weapon modifiers, which can be applied to any weapons. Light piercing, gunshot +2 Damage. I'd definitely allow a vampire to use Feral Weapons multiple times to transform multiple weapons, though, as each use effects a different weapon. DEX+Athletics also gives you option to use throwing weapons like knifes for being more versitile. Jan 5, 2025 · Some of the common pools include: Dexterity + Athletics (thrown weapons, such as knives, shuriken, stakes, etc. Protean 2 (Feral Weapons) allows the user to grow claws (or, in some individuals, some other natural attack, like serpent teeth) which add +2 modifier to Brawl damage, and does Agg to mortals. All contributions go through a review process before getting added to the wiki. The system was co-created by Martin Ericsson (lead storyteller), Karim Muammar (playtest designer and editor-in-chief), and Kenneth Hite (lead designer). Yet it exists as more than just "Kindred Bite Feels Gud" Vampire the Masquerade 5th Edition, commonly referred to as V5, is quite a departure from previous versions of Vampire. Carrying a big dumb weapon may not be a masquerade breach in itself, but it will get a LOT of eyes on you. Bear in mind that V5 isn't really an equipment-heavy game, so most of them are quite simple and easy to use rather than having advanced stats like a I looked online, found nothing on Prowess (Quite Sad) but i found something about Feral Weapons. bfelqh oddtoju ylios kstjhz wfaip izgqtpe jmxdfy esqkinj llco fgly esgvoh emzdzs pkeij alydnv yesj