Equipment

Working as a Hound carries it’s shares of advantages, the least of which being that Mr. Luna ensures that his enforcers are well-equipped to do their jobs. It’s understood that unless something is unnaturally exotic, it can be acquired without too much trouble. Practically speaking, most Hounds carry two weapons; a large main weapon and a side-arm of some kind. Although, some more subtle agents choose to use two side arms, eschewing larger weaponry altogether.

Armor

Armor comes in several varieties. For the armor rating, the first number ahead of the dash represents how well it deflects non-bullet based damage. The second number represents how well it deflects bullets. You can only one wear one type of armor at a time. Types of armor are arranged in order of their visibility and conspicuousness.

Type Armor Strength Req. Defense Dexterity
Reinforced Clothing 1/0 1 0 0
Kevlar Vest 1/2 1 0 0
Flak Jacket 2/3 1 -1 0
Riot Gear 3/4 2 -2 -1

Side Arms

Side Arms can be easily concealed on one’s person, or holstered inside a jacket.

Bagh-Nakh (1 L): The bagh-nakh (or “Tiger Claw”) fits over the knuckles or under and against the palm. The device is usually all metal, with two or four steel claws protruding out, meant to slash through skin and muscle. Many baghnakhs are designed to create wounds that appear to mimic those created by a wild animal, like a slash from a tiger or bear claw. (The Storyteller may allow an Intelligence + Survival roll to determine if any characters are fooled by these injuries. Success indicates a character knows they are man-made.) Using the bagh-nakh is the province of hand-to-hand fighting, not normal melee combat. As such, an attack using the bagh-nakh requires a Strength + Brawl roll. It is the customary weapon of The Manchurian’s agents, and can be used in conjunction with any hand-to-hand fighting style.

Trench Knife (1 L/B): In the muddy trenches of war-torn Europe, men were forced at times to rely upon their hand-to-hand weapons for survival. Pistols jammed and weren’t reliable in close combat. In the darkness, some soldiers relied upon their trench knives to dispatch enemies. A trench knife is the precursor to the more modern commando knife. It is double-edged and balanced for fighting. The World War I trench knife has a modification, however, that many modern combat knives do not feature. The trench knife’s knuckle-grip doubles as a set of brass knuckles. The damage is lethal if used as a normal knife (requiring a Strength + Weaponry roll) and bashing if the character chooses to utilize the knuckled grip (requiring Strength + Brawl).

Combat Knife (1 L): This basic set of Traits covers everything from archaic daggers to modern commando knives. Almost every simple knife designed and balanced primarily for injuring or killing people falls under these auspices.

Beretta Model 92 (Suppressed) (2): The archetypal high capacity 9mm autoloader debuted in 1976. In 1985, the United States military adopted it as its standard sidearm, an event that pundits widely regarded as the beginning of the 9mm Luger’s market dominance. It is the weapon-of-choice for most of Mr. Luna’s guards and agents, due to it’s rather small size and detachable suppressor.

Throwing Knives (1 L): A throwing knife is weighted differently than a normal tool or weapon. Throwing knives are usually smaller than combat knives as well. Throwing knives are renowned for their small size, difficulty to use effectively, and easy conceal-ability.

Main Weapons

The larger ‘main weapons’ are rarely allowed in polite company, and tend to put people on edge. They are usually only brought along by Hounds when they anticipate violence. They are difficult to hide on one’s person.

RSA AK-47 (7.62×39mm Soviet) (4) : The most-produced firearm in the world is instantly recognizable even to observers who know nothing about guns. The Avtomat Kalashnikova 47’s broken-nosed profile first appeared in the Red Army’s ranks in 1949. Since then, countless variations have appeared across the world.

Winchester Model 1897 (12 gauge) (4 / 9 Again): The shotgun became an accepted military weapon upon American entry into World War I, when soldiers took hundreds of Model 1897s to Europe as “trench guns.” They were so effective in the close confines of brutal trench combat that Germany tried (unsuccessfully) to have shotguns outlawed for use in war. Combat journals of the period record several instances of soldiers using these guns to shoot enemy hand grenades out of the air, which only added to the guns’ appeal.

Long Sword (3 L): The long sword, or broadsword, was the most common weapon on the battlefield in the mid-to-late Middle Ages, up until the inclusion of artillery and the arquebus. The long sword is perhaps the most basic of swords: a single-handed, double-edged blade approximately three feet in length. This sword could be used to slash or chop (design elements left over from early sword-making), but the point allowed for wielders to thrust with it, as well. Thrusting allowed a warrior to make his attacks more effective against armor that could absorb slashing or hacking blows. It remains the weapon of choice for most Kindred, and is still used to settle disagreements in modern SF, either through official duels or more standard fights to the death.

Daggertail Whip (2 L): A daggertail whip resembles a normal whip in it’s general shape and usage. However, a daggertail is rather a series of bat-shaped blades linked together by flexible steel cord. It functions just like a normal whip and can be used in conjunction with the Fighting Style Chain Weapons Merit. It is popular among the kindred due to it’s pleasing appearance and lethality.

Other Weapons

Wooden Stake: The wooden stake is probably the most universal weapon among vampires. After all, a kindred’s biggest dangers tend to come from others of their kind. For some reason, only wood stakes are effective against a vampire, but when used effectively, they can instantaneously paralyze a weapon.

To use a stake effectively, one must take a -3 penalty with the weapon so precisely. Also, in order to drive the stake far enough to paralyze the vampire, a minimum of 3 lethal damage must be done with the stake. A staked vampire falls immediately into torpor and remains in this state indefinitely.

Equipment

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