Weapons

Melee Weapons

Type: This is the name of the weapon.

Damage: This number is a bonus indicating just how easy the item is to wield and how much injury it might cause if an attack is successful. The number of bonus dice added to a character’s dice pool when they land a blow with the weapon.

Size: This indicates how concealable (or not) a weapon is.

Size 1 can be hidden in hand.
Size 2 can be hidden in a large coat.
Size 3 or more cannot be hidden through traditional means..

Unless otherwise noted, each weapon listed has a Strength requirement to be used in combat. Generally, the Strength
requirement is equal to the item’s Size. If a character’s Strength is below this requirement, his attacks with that weapon suffer a –1 penalty.

Durability: This is how many successes are subtracted from attacks targeted at that weapon before damage is applied. This is the average of the Durabilities of whatever materials make up the weapon, favoring whichever material makes up the largest or most vital components. A weapon’s Structure is equal to its Durability + Size. (For weapons with alterable Size, use the smallest Size to calculate Structure.)

Cost: A weapon’s price is an abstract representation of the Resources Merit score required to purchase the item. Note that not all items are widely available for purchase.

Notes: This is a brief summary of any other special rules that apply to the weapon.

Knives & Daggers

knives.jpg
Type Damage Size Durability Cost Notes
Combat Knife 1L 1 3
Kris 2L 2 3 •• -1 Damage without Specialty
Switchblade 0L 1 3

Swords

swords.jpg
Type Damage Size Durability Cost Notes
Bastard Sword 4/5(L) 3 3 •••• This weapon requires two hands. If used one-handed, the Strength requirement increases by 1.
Gladius 2L 2 3 ••
Great Sword 3/4(L) 3 3 ••• This weapon requires two hands. If used one-handed, the Strength requirement increases by 1.
Katana 2/3(L) 2 4 •••• This weapon requires two hands. If used one-handed, the Strength requirement increases by 1.
Long Sword 3L 2 3 •••
Machete 2L 2 2
Maquahuitl 3L/3B 2 2 ••• Scion choose damage type on each attack.
Rapier 2L 2 3 •• Armor Piercing 1
Wakizashi 2L 2 4 •••

Blunt Weapons

blunt.jpg
Type Damage Size Durability Cost Notes
Flail 3L 3 3 •• -1 damage without Dexterity equal to Durability.
Mace 3B 2 3 ••
Maul 3/4(B) 3 3 •• This weapon requires two hands. If used one-handed, the Strength requirement increases by 1.
Club 2B 2 1

Pole Weapons

poles.jpg
Type Damage Size Durability Cost Notes
Halberd 3/4(L) 4 3 ••• This weapon requires two hands. If used one-handed, the Strength requirement increases by 1. The Strength requirement for this weapon is 3.
Naganita 2/3(L) 4 2 ••• This weapon requires two hands. If used one-handed, the Strength requirement increases by 1. The Strength requirement for this weapon is 3.
Spear 2/3(L) 4 2 This weapon requires two hands. If used one-handed, the Strength requirement increases by 1. The Strength requirement for this weapon is 2.
Trident 3/4(L) 4 3 •• This weapon requires two hands. If used one-handed, the Strength requirement increases by 1. The Strength requirement for this weapon is 3.
Quarterstaff 1/2(B) 4 1 This weapon requires two hands. If used one-handed, the Strength requirement increases by 1. The Strength requirement for this weapon is 1.

Axes & Hammers

axes.jpg
Type Damage Size Durability Cost Notes
Hatchet 1L 1 2 Dexterity + Athletics to throw
Battle Axe 3L 3 3 ••
War Axe 4/5(L) 4 3 ••• This weapon requires two hands. If used one-handed, the Strength requirement increases by 1.
War Hammer 5B 4 3 •• This weapon requires two hands. Armor Piercing 1.

Miscellaneous Melee Weapons

misc.jpg
Type Damage Size Durability Cost Notes
Bagh-Nakh 1L 1 3 Strength + Brawl
Brass Knuckles 1B 1 3 Strength + Brawl
Iron Fan 0B 1 3 Strength + Brawl
Nunchaku 1B 1 3 -1 damage without Dexterity equal to Durability.
Whip 1B 2 1 Dexterity + Weaponry

Ranged Weapons

Damage: The number of bonus dice added to a character’s dice pool when they land a blow with the weapon.

Ranges: These numbers are the weapon’s short/medium/long ranges in yards. Attacks at medium range suffer a
–2 penalty, while those at long range suffer a –4. A weapon with a notation of “Thrown” is a thrown and has limitations based on the character’s attributes.

Size: This indicates how concealable (or not) a weapon is.

Size 1 can be hidden in hand.
Size 2 can be hidden in a large coat.
Size 3 or more cannot be hidden through traditional means..

Unless otherwise noted, each weapon listed has a Strength requirement to be used in combat. Generally, the Strength
requirement is equal to the item’s Size. If a character’s Strength is below this requirement, his attacks with that weapon suffer a –1 penalty.

Durability: This is how many successes are subtracted from attacks targeted at that weapon before damage is applied. This is the average of the Durabilities of whatever materials make up the weapon, favoring whichever material makes up the largest or most vital components. A weapon’s Structure is equal to its Durability + Size. (For weapons with alterable Size, use the smallest Size to calculate Structure.)

Cost: A weapon’s price is an abstract representation of the Resources Merit score required to purchase the item. Note that not all items are widely available for purchase.

Notes: This is a brief summary of any other special rules that apply to the weapon.

Thrown Weapons

throwing.jpg
Type Damage Ranges Size Durability Cost Notes
Knives 1L Thrown 1 3
Shuriken 2L Thrown 1 4 ••
Javelin 2L Thrown 2 4 (see spear above)

Ranged Weapons

ranged.jpg
Type Damage Ranges Size Durability Cost Notes
Shortbow Strength 90/180/360 3 1 This weapon requires two hands.
Longbow Strength + 1 120/240/560 4 1 •• This weapon requires two hands.
Crossbow 3L 90/180/360 3 2 ••• This weapon requires two hands. 1 round reload.
Sling 1B Thrown x 3 1 1
Flintlock Pistol 1L 45/90/180 2 3 •••• This weapon requires two hands. 1 round reload.
Flintlock Rifle 3L 150/300/600 4 3 ••••• This weapon requires two hands. 2 round reload.

Ammunition

Type Size Durability Cost Notes
Arrows/Bolts (25) 2 1 Fills one quiver.
Bullets (25) 1 2 ••

Explosives

Damage: The number of bonus dice added to a character’s dice pool when they are exposed to an explosives primary Blast Radius. The damage is halved in the second Blast Radius and quartered within the final blast radius.

Blast Radius: The diameter of the explosion in yards.

Size: This indicates how concealable (or not) a weapon is.

Size 1 can be hidden in hand.
Size 2 can be hidden in a large coat.
Size 3 or more cannot be hidden through traditional means..

Durability: This is how many successes are subtracted from attacks targeted at that weapon before damage is applied. This is the average of the Durabilities of whatever materials make up the weapon, favoring whichever material makes up the largest or most vital components. A weapon’s Structure is equal to its Durability + Size. (For weapons with alterable Size, use the smallest Size to calculate Structure.)

Cost: A weapon’s price is an abstract representation of the Resources Merit score required to purchase the item. Note that not all items are widely available for purchase.

Notes: This is a brief summary of any other special rules that apply to the weapon.

Explosives

Type Damage Blast Radius Size Durability Cost Notes
Powder Horn 4L 10/20/40 2 1 •• Fills individual firearm for scene
Powder Keg 8L 30/60/120 4 1 ••• Fills individual firearm for story, or band of firearms for scene
Powder Barrel 16L 60/120/240 5 1 •••• Fills all firearms for story

Weapons

Scion: A New Beginning MorganWilliams