Professional Documents
Culture Documents
Scion 2E - Divine Armory
Scion 2E - Divine Armory
ARMORY
Fonts Used
Albertus Legal
Crud This product was created under license.
STORYPATH SYSTEM, STORYPATH NEXUS
OpenDyslexic COMMUNITY CONTENT PROGRAM, and all
related game line terms and logos are
trademarks of ONYX PATH PUBLISHING. All setting
Made with material, art, and trade dress are the
property of PUBLISHING.
Affinity
ONYX PATH
www.theonyxpath.com
by Serif This work contains material that is copyright
ONYX PATH PUBLISHING. Such material is used with
Special Thanks permission under the Community Content
Agreement for Storypath Nexus Community
My players Content Program. All other original material
Andreas in this work is copyright 2020 by ÓSKAR ÖRN
and published under the
Shiraz
EGGERTSSON
Community Content Agreement for
and Vicky Storypath
Program.
Nexus Community Content
Contents
Chapter 1: Introduction Chapter 4: Tactical Weaponry
Armor 66
Relics 67
Chapter 1:
Introduction
“T�� ����� �� ������� �� ������� ����, ��� F��� ��� �����
��� ����� ���� ��� ������� �� �������.”
- A��������
Introductions 5
rather than realism. As such, all the couldn’t be called Divine Armory if it
tags have been listed with their wouldn’t include some sample Relics
numerical value and a total, so that made from the material found herein.
you can make quicker adjustments. Chapter 6 has 25 new Relics, some
based on legends and myths while
others are new.
How to Use This Book
Appendix: In the appendix you’ll
There are six chapters in Divine find a complete list of all the entries
Armory, each one dedicated to in this book. Each chapter is presented
different themes and types of individually and every weapon within
weapons. each chapter is listed in alphabetical
order.
Chapter 1 - Introduction: This first
chapter goes into explaining why I
thought this book would be an asset Making a Weapon
to your gaming table. It also presents
new and altered tags that are used in Crafting a weapon uses the same
this book, as well as new stunts and crafting rules as the ones you’ll find
Conditions. on page 75 in SCION: ORIGIN. Most
weapons are Tier 1 creations, unless
Chapter 2 - Melee Weapons: Here they are Relics, experimental
are all sorts of melee weapons listed weapons, or heavy artillery, and once
that you can use. Sword, knives, clubs, you have all the material needed you
and spears, but also improvised should be able to make nearly any
weapons and industrial tools. weapon that is listed here within a
week, many of them in one or two
Chapter 3 - Ranged Weapons:
days even. If you are required to
Here you’ll find all sorts of weapons
make a Skill + Attribute roll to craft
that can keep you a distance between
the weapon, the relevant combat
you and your adversary. Bows and
Skill are good candidates for the roll,
firearms, but also different types of
along with Dexterity or Intelligence
ammunition.
for complicated and detailed work, or
Chapter 4 - Tactical Weaponry: Might for hammering iron and such.
When you are fighting giants and
This chapter is not really going to
monsters, you go for the big guns.
tell you anything new about crafting
Here you’ll find cannons and
items, it’s mostly here to remind you
explosives, but also a little something
to use the mechanics used in SCION:
about bioweaponry.
ORIGIN. But more than that, the
Chapter 5 - Armor: On the weapons listed here do not require
receiving end, there’s armor. You’ll any more rules than are in SCION: ORIGIN,
find some armor in this chapter, to so if you do happen to be using some
better steel yourself against incoming improvised or alternative crafting
attacks. rules for your game, it shouldn’t
affect these weapons.
Chapter 6 - Relics: This book
6 Chapter One
Rigging a Weapon
SCION: ORIGIN has a short comment on
how to jury-rig an object in moments,
under Flaws on page 77. A rigged
weapon can be done quickly if you
have the right material, or one
weapon can be made from another.
You can make a spear with some duct
tape, a kitchen knife, and a broom
stick. Since almost all weapons are
Tier 1 creations, rigging such a
weapon results in 2 points worth of
Flaws (see page 77 of SCION: ORIGIN) or
negative tags. The Fragile and
Inaccurate tags are especially fitting
for a rigged weapon, but you could
also consider the Prototype tag (all
three tags can be found below).
Weapons Tags
Attach (0). A weapon with this tag
can be attached to another item or
weapon to create a different type of
weapon.
Introductions 7
They cause Injury Conditions such as The Stun tag that is presented here is
Burned Arm or Scorched Face. an alternative to the one presented
on page 124 in SCION: ORIGIN. The reason
Defensive (2). If the weapon isn’t I made the alternative is because the
used to attack this round, it grants a original doesn’t make sense to me. It
+1 Enhancement to defensive rolls has a cost of 1 but only limits your
instead of the attack. Once it is used attack to specific Injuries and that
defensively, it can’t be used to attack. you can’t kill with the weapon. The
alternative presents you with a more
Double (0). The weapon has two
useful version of the Stun, adding a
sides that can deal different types of
penalty to the target’s next attack.
damage. The wielder can switch the
weapon between being a Bashing If you still prefer the original, you can
weapon or Lethal weapon, but can still use that tag without it affecting
only use one type each round. the weapons presented here too
much.
Fragile (-1 or -3). Some weapons
can break when used with too much
force. The negative one-point version reset or reloaded. It can be done
means you have a level-one automatically with an unrolled action,
Complication that you need to or as a level 1 Complication that
overcome when you make an attack needs to be overcome before it can be
with it or else it will break. The used again.
negative 3-point version means that
Short Range (-1). This firearm has
the weapon automatically breaks once
a shorter range than normal and is
you’ve hit someone or something with
only effective out to short range.
it.
Stun (1). When you hit with a
Inaccurate (-1). The weapon
weapon with this tag, you can spend
wasn’t designed to be used as a
Stunts to increase the difficulty of the
weapon, or it was poorly designed for
target’s next action. Each Stunt spent
that purpose. A weapon with this tag
increases the difficulty by 1.
has +1 difficulty for using it to attack.
This is a common tag for improvised Soft (-1 or -3). This weapon deals
or rigged weapons. minimal damage or is not designed to
cause any injuries at all. The negative
Prototype (-1 or -2). Prototypes
one-point version of this tag increases
are experimental weapons that can be
the difficulty to inflict the Injury
more powerful or introduce a new
Condition by 1. Weapons with the
feature but are also prone to glitching
negative 3-point version can’t cause
or jamming. Prototype weapons have
any Injury Conditions at all.
a Complication of a level equal to this
tag’s negative cost; failing to beat Tool (1). Weapons with this tag
that Complication gives the weapon can be used as tools and grant their
the Glitched Condition (see below). +1 Enhancement to appropriate rolls.
8 Chapter One
Condition: Glitched
A glitched weapon does not work as designed.
Resolution: This condition ends once a character has used an action to roll
Technology + Intelligence to fix the weapon.
Condition: Burning
You’re on fire! Drop down and roll!
Effects: Whenever you finish your turn, you take one Injury Condition from the
fire. Each time you take damage from this Condition, you get one Momentum.
Resolution: You (or another character) must use an action to put out the flames.
You can’t do this as a Mixed Action.
Introductions 9
Chapter 2:
Melee Weapons
“A ����� ����� ����� �������;
�� �� � ���� �� ��� ������’� ����.”
- L����� A������ S�����
armor.
Knives
Keris
Bayonet
A bayonet can be attached to some Tags: Concealable (1), Lethal (0),
rifles. When combined, the rifle can Melee (0), Piercing (2)
be used as a spear. Firing a rifle with
Total: 3
an attached bayonet has the
inaccurate tag.
Khukri
Bayonet Khukri has a blade that is curved
forward with a heavier point, making
Tags: Attach (rifle into spear; gets the
it a powerful cutting weapon.
inaccurate tag when used as a firearm)
(0), Lethal (0), Melee (0)
Khukri
Total: 0
Tags: Brutal (1), Lethal (0), Melee (0),
Thrown (0)
Bowie Knife
Total: 1
Bowie knife is in most regards like a
standard knife but adds +1e to some
crafting rolls, such as wood carving. Knife
These traits and tags represent most
Bowie Knife knives, such as the combat knife and
the trench knife.
Tags: Lethal (0), Melee (0), Thrown
(0), Tool (carpentry) (1)
Knife
Total: 1
Tags: Concealable (1), Lethal (0),
Melee (0), Thrown (0)
Keris
Total: 1
The keris, or sometimes called kris or
kriss, is curved into a pistol-like
shape with a curved handle. It is Pocket Knife
especially adept for piercing through
A pocket knife is definitely not
Melee Weapons 11
intended for fighting. Some variations clubs in terms of traits and tags.
of a pocketknife have tools that give
you a +1 Enhancement to some Nightstick
crafting rolls.
Tags: Bashing (0), Defensive (2), Melee
Pocket Knife (0), Stun (1)
Total: 1 Sap
Small bags made of leather and filled
with lead shot or powder. These stats
Switchblade can also represent a telescopic baton,
A switchblade and its butterfly knife which can be collapsed into a smaller
variation can be more easily size to fit into a deep pocket.
concealed. Shivs can also be
represented with these traits. Sap
Switchblade Tags: Bashing (0), Concealable (1),
Melee (0), Stun (1)
Tags: Concealable (1), Lethal (0),
Melee (0) Total: 2
Total: 1
Swords
Sticks Curved Sword
Curved blades, such as the saber,
Bamboo Flute Persian shamshir, or Japanese katana
A flute made of sturdy bamboo and and wakizashi, are all represented
can be used as a weapon. It can be with these traits and tags.
used as a flute as well as a weapon,
granting a +1e to rolls that involve Curved Sword
playing it.
Tags: Brutal (1), Lethal (0), Melee (0),
Bamboo Flute Versatile (2)
12 Chapter Two
Heavy Sword gladius, long sword, and bastard
sword.
Tags: Brutal (1), Lethal (0), Melee (0),
Two-Handed (-1), Unconcealable (-1) Sword
Total: -1 Tags: Lethal (0), Melee (0), Versatile
(2)
Rapier Total: 2
A fencing weapon that is excellent
for stabbing through thick clothing
and even armor. Sword Cane
A sword cane can be disguised as a
Rapier regular cane, making it appear less
suspicious.
Tags: Lethal (0), Melee (0), Piercing (2)
Total: 2
Sword Cane
Tags: Concealable (1), Lethal (0),
Sword Melee (0), Versatile (2)
Melee Weapons 13
weighted to be thrown as well as to
Axes and Clubs be used in melee.
Battle-Ax Hatchet
Most axes fall into this category in
terms of tags and traits, including fire Tags: Melee (0), Lethal (0), Thrown (0)
axes.
Total: 0
Battle-Ax
Ice Ax
Tags: Brutal (1), Lethal (0), Melee (0),
An ice ax is really a pick and not an
Piercing (2), Two-Handed (-1),
ax, and can grant +1e to climbing.
Unconcealable(-1)
Total: 1 Ice Ax
Tags: Lethal (0), Melee (0), Piercing
Club (2), Tool (climbing) (1)
The traits and tags for a mace can be
Total: 3
used to represent a heavy mace and
morning star.
Macuahuitl
Club A weapon of aztec origin, a flat
heavy club with rows of sharp
Tags: Bashing (0), Melee (0), Pushing
obsidian along its edges that make it
(1)
look almost sword-like. Alternate
Total: 1 versions may include rows of shark
teeth.
Flail Macuahuitl
A heavy ball that is attached to a
handle via chain or rope, a flail can Tags: Brutal (1), Lethal (0), Melee (0),
bypass the protection provided by a Messy (-1)
shield (see chapter V).
Total: 0
Flail
War Ax
Tags: Bashing (0), Melee (0), Stun (1);
A larger, two-handed ax used
a spiked flail is Lethal instead of
specifically for battle.
Bashing
Total: 1
Hatchet
A lighter ax, most hatchets are
14 Chapter Two
War Ax Spear
Tags: Brutal (0), Lethal (0), Melee (0), Tags: Defensive (2), Lethal (0), Melee
Piercing (2), Two-Handed (-1), (0), Reach (1)
Unconcealable (-1)
Total: 3
Total: 0
Total: 1 Total: 1
Melee Weapons 15
Manriki Gusari Whip
Tags: Bashing (0), Melee (0), Reach (1), Tags: Bashing (0), Grappling (1), Melee
Stun (1) (0), Reach (1)
Total: 2 Total: 2
16 Chapter Two
Brass Knuckles Ring Blade
Tags: Bashing (0), Concealable (1), A ring blade is a bladed ring that is
Melee (0), Worn (2) worn on your finger. Generally not
very lethal, they are often used to
Total: 3 deliver poison.
Ring Blade
Catch Pole
This special polearm is normally used Tags: Concealable (1), Lethal (0),
to catch animals. It can be used to Melee (0), Soft (-1), Worn (2)
grapple your opponent at a safe
Total: 2
distance but can’t deal damage to
them.
Shield
Catch Pole A shield provides a character with
Tags: Bashing (0), Grappling (1), Melee increased difficulty to be hit, much
(0), Reach (1), Two-Handed (-1) like a soft armor would do. Unlike
armor, however, the shield is carried
Total: 1 which allows the character to benefit
from both their armor and shield.
Total: 3
Iron Fan
Tags: Concealable (1), Lethal (0), Shuko
Melee (0), Versatile (2)
This weapon is worn around the wrist
Total: 3 with blades sticking out of the palm
to carve into the target. It also
grants +1e to climbing rolls.
Jittei
These metal batons are fitted with a Shuko
curved side to catch other weapons.
They are especially adept at Tags: Lethal (0), Melee (0), Tool
disarming opponents. (climbing) (1), Worn (2)
Total: 2
Jittei
Tags: Bashing (0), Defensive (2), Melee Taser
(0), Stun (1)
Similar to the stun gun (see next
Total: 3 chapter) but needs to be used up
Melee Weapons 17
close.
Tools and
Taser Improvised Melee
Tags: Bashing (0), Concealable (1),
Melee (0), Soft (-1), Stun (1)
Weapons
Total: 1 Blow Torch
Much like a flair, these tools burn.
Tiger Claws They do so at very high heat, causing
significant burning injuries almost
Similar to shuko, tiger claws (or the instantly.
bagh-nakh, as they are rightly named)
are worn on the wrists and hands
with blades sticking forward. These
Blow Torch
traits and tags can also represent Tags: Burns (0), Inaccurate (-1), Lethal
punching daggers. (0), Melee (0)
18 Chapter Two
Glass Bottle Scythe
Tags: Bashing (0), Fragile (-1), Melee A scythe delivers a nice swinging
(0), Thrown (0) motion to cut down grass and
unfortunate targets.
Total: -1
Scythe
Heavy Power Tool Tags: Brutal (1), Inaccurate (-1), Lethal
Heavier power tools, such as a (0), Melee (0), Two-Handed (-1)
chainsaw or a belt sander, are more
Total: -1
powerful than the lighter tools and
although they can be held in one hand
they require both hands to control Shard of Glass
the weapon once they hit the
A broken piece of glass. It can cut the
intended target.
hand that holds it but not as much as
it will cut the other guy. This can also
Heavy Power Tool represent a broken bottle.
Tags: Brutal (1), Inaccurate (-1), Lethal
(0), Melee (0), Messy (-1), Tool Shard of Glass
(building, crafting) (1), Two-Handed (-1)
Tags: Concealable (1), Lethal (0),
Total: -1 Melee (0)
Total: 1
Light Power Tool
Tools such as a power drill or sanding Shovel
mouse can use these traits and tags.
A shovel can be used to bash your
target with the flat side, or cut or
Light Power Tool stab them with the sharp edges.
Tags: Inaccurate (-1), Lethal (0), Melee
(0), Messy (-1), Tool (assembling) (1) Shovel
Total: -1 Tags: Double (0), Inaccurate (-1),
Melee (0), Tool (digging) (1)
Total: 0
Melee Weapons 19
Chapter 3:
Ranged Weapons
“T�� ����� ������ ��� �� ����� �������, ����� �� ��� �� ����
�� ��� ���.”
- J��� C�����, A�� �� ��� R����
Ranged Weapons 21
variations can hold up to 8 shots. Machine Handgun
A handgun can be altered to provide
Light Revolver fully automatic fire and some
handguns are designed for that
Tags: Concealable (1), Firearm (0),
purpose. These are smaller than
Lethal (0), Piercing (2), Ranged (0)
submachine guns and carry fewer
Total: 3 bullets, but are designed to be used
with just one hand.
Machine Guns Machine Handgun
Heavy Machine Gun Tags: Automatic (2), Firearm (0),
Inaccurate (-1), Lethal (0), Piercing (2),
Heavy machine guns are not designed
Ranged (0)
to be carried but are fixed to a
defensive location. They fire much Total: 3
heavier ammunition to pierce through
armor and wreck engines if not the
people inside a vehicle. Submachine Gun
A submachine gun is a smaller
Heavy Machine Gun machine gun that can be more easily
fired while carried. They are better
Tags: Automatic (2), Brutal (1), than assault rifles in closer quarters
Firearm (0), Lethal (0), Loud (-1), but cannot match them in range.
Piercing (2), Ranged (0), Two-Handed (- Submachine guns can easily carry 30-
1), Unconcealable (-1) 50 bullets in a clip.
Total: 2
Submachine Gun
Machine Gun Tags: Automatic (2), Firearm (0),
Lethal (0), Ranged (0)
Designed for continuous fire, these
machine guns can carry up to 200 Total: 2
bullets. They can be carried, mounted
on vehicles, or fixed to a defensive
place. Tommy Gun
The first official type of submachine
Machine Gun guns, this historic weapon of the
prohibition era is easily recognized
Tags: Automatic (2), Firearm (0), with its ammunition drums. These
Lethal (0), Piercing (2), Ranged (0), drums can hold as many as 100
Two-Handed (-1) bullets.
Total: 3
22 Chapter Three
Tommy Gun their ammunition.
Ranged Weapons 23
Assault Rifle rifle but can be just as lethal if not
more so. Sniper rifles often carry
Tags: Automatic (2), Firearm (0), around 10 bullets, to offset any
Lethal (0), Piercing (2), Ranged (0), inaccuracy.
Two-Handed (-1)
Total: 3
Sniper Rifle
Tags: Firearm (0), Lethal (0), Long
Big Game Rifle Range (1), Piercing (2), Unconcealable
(-1)
Similar to hunting rifles but designed
for larger prey, big game rifles are Total: 2
used for putting down bears, elk, and
the occasional troll. Big game rifles Shotguns
are more powerful than standard
hunting rifles but carry fewer bullets,
only about 4 or 5. Automatic Shotgun
These shotguns are designed to be
Big Game Rifle either semi-automatic or fully
automatic to deliver multiple shots in
Tags: Brutal (1), Firearm (0), Lethal (0),
rapid succession. They are more
Loud (-1), Piercing (2), Pushing (1),
prone to becoming jammed, however.
Ranged (0), Two-Handed (-1)
24 Chapter Three
Generic Shotgun Rock Salt Shotgun
Shotguns are designed for close A shotgun can replace their
combat and lack the range of rifles or ammunition with rock salt, delivering
even most handguns. In close a hefty punch and leaving their
quarters, though, they are deadlier targets either in great pain or
than either of those. stunned.
Total: 2 Total: 2
Pistol-Grip Shotgun
Archaic Firearms
Replacing a shotgun’s grip can make
it even smaller and is a common
modification made to combat Hand Cannon
shotguns. They are lighter but also A hand cannon is as it sounds: a
more difficult to handle accurately. scaled-down cannon to be carried in
hand. They lack accuracy but make it
Pistol-Grip Shotgun up with immense firepower.
Total: -1
Ranged Weapons 25
Musket Pistol
Much like the pistol (above) but A single-shot pistol required powder
allowed for much greater range. and bullet to be loaded individually
before being fired.
Musket
Pistol
Tags: Firearm (0), Lethal (0), Piercing
(2), Ranged (0), Reset (-1), Tags: Firearm (0), Lethal (0), Piercing
Unconcealable (-1) (2), Ranged (0), Reset (-1)
Total: -1 Total: 1
26 Chapter Three
Arbalest them notably messy.
Total: 1 Total: -1
Bow Blunt
Most bows share the same traits and Blunt arrows are used to hunt smaller
tags, represented here. animals that would be ruined by
normal arrows.
Bow
Blunt Arrows
Tags: Arcing (1), Ranged (0), Two-
Handed (-1); bows can have different Tags: Bashing (0), Stun (1)
types of arrows which add different
set of tags (see below) Total: 1
Total: 0
Explosive
Dangerous to carry and fire, these
Crossbow experimental arrows and bolts
Most crossbows share these traits explode on impact.
and tags.
Explosive Arrows
Crossbow
Tags: Lethal (0), Prototype (-1),
Tags: Firearm (0), Lethal (0), Piercing Shockwave (4)
(2), Ranged (0), Reset (-1)
Total: 3
Total: 1
Fire
Arrows
Arrows and bolts can be set on fire,
The propelled ammunition below are usually to light something else on fire
all functionally the same whether at a distance or to light up the way
they are called arrows or bolts. They ahead. They burn as much as they
all have the same, fixed price to fit pierce into their targets.
onto bows and crossbows, depending
on their function. Fire Arrows
Tags: Lethal (0), Burns (0)
Barbed
These arrows and bolts are made to Total: 0
cut and tear through flesh, making
Ranged Weapons 27
Frog-Crotch Thrown Weapons
These arrowheads are dual-tipped
and u-shaped. They are made to cut
through rope as much as to deal
Boomerang
damage. The popular boomerang can be used
as a thrown weapon. With a proper
Frog-Crotch Arrows stunt, the weapon can even return to
its wielder after being thrown.
Tags: Lethal (0), Versatile (2)
Boomerang
Total: 2
Tags: Arcing (1), Bashing (0), Returning
(1), Stun (1), Thrown (0)
Humming
These give off a loud shriek, more so Total: 3
to give signals than to actually hurt.
Dart
Humming Arrows
Darts usually don’t cause much
Tags: Bashing (0), Loud (-1) damage by themselves but are
commonly used to deliver poison at a
Total: -1 range.
Piercing Dart
Made to pierce through most armor. Tags: Arcing (1), Concealable (1),
These are the standard arrows and Bashing (0), Soft (-1), Thrown (0)
bolts.
Total: 1
Piercing Arrows
Tags: Lethal (0), Piercing (2) Hatchet
Hatchets are detailed in Axes and
Total: 2 Clubs, in the previous chapter.
Target Hatchet
These are generic arrows that are Tags: Arcing (1), Melee (0), Lethal (0),
most commonly encountered. Thrown (0), Tool (woodwork) (1)
28 Chapter Three
throwing. hidden in the handle. Although it can
be used for stabbing, the wielder can
Javelin press a button to release the blade
and send it flying over a short
Tags: Arcing (1), Lethal (0), Melee (0), distance.
Piercing (2), Thrown (0)
Total: 3
Ballistic Knife
Tags: Firearm (0), Lethal (0), Melee (0),
Reset (-1), Short Range (-1)
Throwing Knife
The traits and tags for throwing Total: -2
knives can be used for other blades
that are weighted for throwing, such
as the popular shuriken or bladed Blowgun
discus. Blowguns are short and hollow sticks
used to deliver darts over a greater
Throwing Knife distance via the power of your own
exhale.
Tags: Arcing (1), Concealable (1),
Melee 0, Lethal 0, Thrown (0) Blowgun
Total: 2 Tags: Bashing (0), Soft (-1), Reset (-1),
Thrown (0); often used to deliver
Alternative and poison
Total: 3 Total: -1
Ranged Weapons 29
used for greater distance and larger tags.
darts to deliver larger doses of
whatever poison they arm it with. Sling
Dart Rifle Tags: Lethal (0), Piercing (2), Thrown
(0)
Tags: Bashing (0), Firearm (0), Long
Range (1), Reset (-1); often used to Total: 2
deliver poison
Total: 0 Speargun
A speargun fires a spear as the name
suggests, but the spear is often
Flare Gun attached to a strong cord to reel in
A flare gun is a common emergency the target.
tool. It fires a colorful flare, often to
signal a location, but can be used to Speargun
harm others by setting them on fire.
Tags: Firearm (0), Lethal (0), Piercing
Flare Gun (2), Ranged (0)
Total: 0
Ammunition
SCION SECOND EDITION, provides a simple
Sling system for ammunition on page 123
The generic sling is a leather cord of SCION: ORIGIN. The system uses a
that is used to throw a small rock dramatic benchmark to determine
with greater force. A well-made whether or not you should roll to see
slingshot can use the same traits and if you’ve run out of bullets or arrows.
30 Chapter Three
Condition: Out of Ammo
You’ve run out of ammunition and can’t use a firearm for the rest of this scene
unless you acquire more.
Resolution: You overcome this Condition when you either acquire more bullets
or find a loaded firearm. Otherwise, this Condition is resolved at the end of the
scene.
Ranged Weapons 31
Chapter 4:
Tactical Weaponry
“I ���� ��� ���� ���� ������� W���� W�� III ���� ��
������, ��� W���� W�� IV ���� �� ������ ���� ������ ���
������.”
- A����� E�������
Flashbang Total: 3
Tactical Weaponry 33
Smoke Grenade Grenade Launcher
Tags: Arcing (1), Shockwave (4), Soft Tags: Arcing (1), Bashing (0), Firearm
(-3), Thrown (0); the affected area is (0), Ranged (0); a grenade launcher
covered in concealing smoke that uses grenades for ammunition and can
creates a level 3 Complication to see cause Bashing injuries if they hit a
anything. The effect lasts for a target directly.
minute unless it is dissipated earlier
somehow. Total: 1
Total: 2
Rocket Launcher
These launchers, as the name
Rocket Launchers implies, fires explosive rockets at a
target. The standard rocket launcher
Disposable Rocket Launcher uses the Attribute appropriate to the
These are very similar to the weapon’s range, while a heat-seeking
standard rocket launcher, except that rocket launcher can use Intelligence
it can be collapsed with a prepared regardless of range.
rocket. Extending the rocket to fire
takes a moment, however. Rocket Launcher
Tags: Firearm (0), Lethal (0), Loud (-1),
Disposable Rocket Launcher Messy (-1), Ranged (0), Reset (-1),
Tags: Concealable (1), Firearm (0), Shockwave (4), Two-Handed (-1); Scale
Lethal (0), Loud (-1), Messy (-1), 2 damage
Ranged (0), Shockwave (4), Two-
Total: 1
Handed (-1); Scale 2 damage, can only
be fired once
Total: 2
Other Tactical
Weapons
Grenade Launcher
Grenade launchers can be loaded with
Flamethrower
any sort of grenade as listed above A modern flamethrower will douse a
and can fire them beyond the range target with burning liquid that burns
that most people can throw. Some the target to crisp.
grenade launchers have been reduced
to their minimal components to be Flamethrower
attached to the underside of a rifle.
Tags: Arcing (1), Automatic (2), Burns
(0), Firearm (0), Lethal (0), Short
Range (-1)
Total: 2
34 Chapter Four
Artillery Flak Cannon
The ammunition used by these
Almost all artillery uses the
cannons explodes into shrapnel and
Intelligence Attribute when firing.
are often used against aircraft.
However, these flaks can just as
Cannon easily take down infantry.
The generic cannon covers most
varieties, from historic to modern, in Flak Cannon
terms of traits and tags. Cannons and
Tags: Brutal (1), Firearm (0), Lethal (0),
their variations use either
Long Range (1), Loud (-1), Messy (-1),
Intelligence or Cunning to fire, but are
Slow (-1), Shockwave (4),
often aimed at large enough targets
Unconcealable (-1); Scale 2 damage,
to make hitting it easy.
this weapon is normally stationary
and requires Intelligence to fire.
Cannon
Total: 2
Tags: Brutal (1), Firearm (0), Lethal (0),
Long Range (1), Loud (-1), Piercing (2),
Slow (-1), Unconcealable (-1); Scale 2 Heavy Cannon
damage, this weapon is normally Heavy cannons fire more powerful
stationary and requires Intelligence to shots that are often loaded with
fire. explosives. They are designed to
take down large armored vehicles.
Total: 1
Heavy Cannon
Chaingun
Tags: Brutal (1), Firearm (0), Lethal (0),
These machine guns use larger
Long Range (1), Loud (-1), Messy (-1),
caliber ammunition than other
Piercing (2), Slow (-1), Unconcealable (-
varieties and have high enough
1); Scale 3 damage, this weapon must
rounds per minute that popular
be stationary and requires Intelligence
culture describes the weapon as
to fire.
“cutting” through metal. These
weapons use Dexterity or Cunning Total: 0
and are too heavy for normal people
to lift.
Mortar
Chaingun A mortar fires a fragmentation
grenade in an arc towards its intended
Tags: Automatic (2), Firearm (0), target. Mortars always use
Lethal (0), Messy (-1), Piercing (2), Intelligence to fire.
Unconcealable (-1); Scale 1 damage,
this weapon is usually stationary or
attached to a vehicle.
Total: 2
Tactical Weaponry 35
Mortar Technology + Cunning roll. The
explosive is usually armed with a
Tags: Arcing (1), Firearm (0), timer or a trigger, which the bomber
Inaccurate (-1), Lethal (0), Loud (-1), can use to set off the bomb after
Shockwave (4); Scale 2 damage, this getting to a safe distance.
weapon requires Intelligence to fire.
There are no special rules listed
Total: 3 here for different explosives, such as
powder kegs or C-4, and the reason
is largely because they aren’t used in
Demolition the middle of a fight. When your
Explosives story requires a large explosion that
can take down a temple of Zeus, it is
Most explosives in this category are far better suited as a Complication.
intended to bring down walls or entire
buildings. They are all Scale 1 or 2,
and truly powerful explosives can
Mines and Charges
Scaled even higher. They normally Mines and explosive charges are
require a roll of Technology + largely the same as demolition
Intelligence to arm, which can take a explosives above. Since they usually
minute or more, depending on the require time to set up, they are rarely
explosive device. The successes used during a fight. If you do find the
rolled to arm the bomb set the time to set up an explosive charge
difficulty to disarm it with a
36 Chapter Four
during a adrenaline fuelled fight Biological Weapons. Few weapons
scene, you could do so as an action cause as much alarm and panic as
with either Subterfuge or Survival + bioweapons. Not so long ago, the
Cunning. threat of anthrax had people alarmed
to say the least. Biological agents can
Otherwise, mines and charges are be difficult to weaponize but deadly
better suited as a cool feature on the when used. Biological agents introduce
Field to make the fight all the more characters to a disease that they
intense. You can use any of the stats must resist contracting. The most
for explosions listed above as deadly biological weapons tend to be
inspiration, though. the most difficult to resist and are the
most virulent.
Breaching Charge. A breaching
charge is a small explosive used to Lethal Chemical Weapons. Deadly
disable locks. It usually doesn’t cause chemicals have been known to be
much damage. used as weapons, both in liquid and
gaseous form. Like biological
Land Mine. The standard mine is
weapons, characters must resist their
hidden under dirt and triggered when
effects rather than be attacked with
stepped on. Most mines create an
them. In most cases, a character is
explosion similar to a frag grenade but
poisoned when they ingest the
are ill-suited for throwing.
chemical, but gaseous chemicals can
cause acidic burns and blisters by
Toxic Weapons touching skin. These include chemical
weapons such as hydrogen cyanide
Toxic weapons are likewise not really
and sarin gas.
a weapon in themselves, but rather
used to make a weapon more deadly Non-Lethal Chemical Weapons.
and threatening. Darts can be used to Not all chemicals are used to kill or
deliver chemicals, or a rocket could murder but rather intended to
deliver a biological agent. As such, neutralize individuals or disperse
toxic weapons cause Conditions, crowds. These chemicals do not cause
some lethal and some less so, and injuries but other conditions or
you could make them apply any effects. These chemicals can include
Condition you like that makes sense, tranquilizer agents and tear gas.
if the Scions can’t resist the effects.
Tactical Weaponry 37
Chapter 5:
Armor
"P�� �� ���� �����. J��� �������� ����'� ����� ���
����'� ���, �� ���� ��'� ���� �� ���� �� ���, ��� ���."
- B���� W����
Chain Mail
Armor
Tags: Armored: Hard (1), Resistant
Bomb Suit (Arrows) (2), Weighty (-1)
Bomb suits are meant to protect the Total: 2
wearer from explosives. Most bomb
squads have enough funding to have
at least one or two of these suits.
Full Plate
The plates inside the suit break once Full plate armor covers most of the
they take damage and must be body, fitted with helmets and more.
replaced. The modern equivalent is the full riot
gear armor.
Bomb Suit
Full Plate
Tags: Armored: Hard (3), Cumbersome
(-1), Slot Helm (-1), Weighty (-1) Tags: Armored: Hard (3), Cumbersome
(-1)
Total: 0
Total: 2
Bulletproof Vest
A bulletproof vest is designed to
Hazmat Suit
stop bullets. Most are light enough to Not really a sort of armor but will
be worn under jackets and coats. protect the wearer from poisonous
gasses. Assuming the gas won’t burn
Bulletproof Vest through the suit, of course.
Armor 39
hidden during hunts. They are Leather Armor
normally covered in patterns and
accessories that allow the wearer to Tags: Armored: Soft (1), Weighty (-1)
better blend in. A hunting suit is
Total: 0
commonly worn by hunters as well as
snipers.
Segmented Armor
Hunting Suit This type of armor is made from
overlapping segments from a strong
Tags: Armored: Soft (1), Camouflage material, such as metal. When
(2), Cumbersome (-1) damaged, segments can be replaced,
making it easier to repair.
Total: 2
40 Chapter Five
Repairing Armor
Hard armor in SCION SECOND EDITION works sort of like a buffer against injury in the
form of additional Injury Condition boxes. Such armor can grant you either one
or two of these additional boxes and once they take damage they stay filled
until the end of the scene.
The roll that is required could be anything fitting to the action. A roll of
Athletics + Might could be apt if you are repairing the armor yourself, while a
roll of Persuasion + Presence would be more appropriate to hire someone else
to repair the armor for you. If your Relic armor has been damaged, a roll of
Occult + Might could be fitting to repair the arcane runes that adorn the armor.
This optional mechanic should not be used lightly. The reason why hard armor
is fine after at the start of a new scene is a matter of balance. If the armor is
out of commission for the rest of the session, most Scions would just wear soft
armor instead. Damaged hard armor should rather be treated as an optional
Condition which the Scion can take and be rewarded with a point of Momentum
for putting their equipment on the line.
Armor 41
Chapter 6:
Relics
“W������ ������ ��� ������, ���� M�����, ��� ����� �� ���
��������. M� ������ ������ ��� �����, ���� A�����.”
- S�� T����� M�����
Relics 43
a new arm made of flesh, but the the same effect as regular bullets but
Airgetlám remains a powerful leave no trace of one in the wound.
prosthetic arm for any Scion in need.
It is strong enough to hold back even Flaw: The rifle needs to create the
powerful attacks, but makes a strict ammunition out of the surrounding air
requirement from its wielders. and will not function in a vacuum or
underwater, for example. Where the
Tags: Bashing, Defensive, Melee, air is thin, such as high up in the
Pushing, Stun mountains or outside on the wings of
an airplane, Artemis’s Hunting Rifle
Knack: Airgetlám cannot be has a +2 Complication to a shot to
removed from you with the Disarming reload.
Stunt or any other means, unless you
allow it. While it is attached to you, it
functions exactly like a normal arm
Assassin Dagger (●●●)
would. Purview: Darkness
44 Chapter Six
make a Clash of Wills roll against the someone with this dagger, they are
Scion to ignore the poison entirely if not affected by the Complication for
they can access the Epic Stamina the rest of the scene.
Purview.
Relics 45
soldiers of their weapon, but was Tag: Lethal, Melee, Piercing,
defeated by the 1000th, the warlord Versatile
Minamoto no Yoshitsune. Benkei
joined Yoshitsune’s forces, but they Knack: You can learn Visage Great
were both betrayed by Yoshitsune’s and Terrible as a Sun Boon.
brother, Minamoto no Yoritomo, who
Flaw: Your Legend is tied to
drove them off on a run. Benkei stood
Caledflwch’s own Legend. You must
his ground on a bridge to buy
imbue it with a dot of Legend; you can
Yoshitsune time to commit ritual
access this dot as normal while in
sacrifice, and cut down every single
possession of Caledflwch, but without
one of the 300 soldiers to attempted
it you lose access to that dot and all
to cross it. In the end, Yoritomo
its benefits.
ordered his archers to shoot and kill
him. After Benkei’s death, his armor
was taken away and has been handed Flaming Sword (●●●)
down to Scions of the Kami since. Purview: Fire
46 Chapter Six
obviates mundane stealth of any kind Tension pool adds 3 points.
and requires a Clash of Wills to
maintain magical stealth (even Gáe Bulg (●●●)
potentially against yourself). In
Enhancement: +1 when thrown
general, all eyes and ears are on you.
The spear given to Cú Chulainn by his
Fragarach (●●●) martial arts teacher, a warrior woman
Purview: Order named Scáthach, was aptly named
Gáe Bulg, or “spear of mortal pain”.
Motif: The Right to Rule The spear was made from the bones
of a sea monster and has the ability,
Fragarach is the sword of Nuada that when thrown correctly, to sprout
he carried as the symbol of the high thirty barbs in every direction,
king of the Túatha. When Nuada lost causing a painful death. It was such
his arm, the sword passed on to Lugh that Cú Chulainn only used this
but there are no references to Lugh feature of the spear when absolutely
using the sword in battle. There are necessary.
speculations that Fragarach is the
sword that King Arthur Pendragon The nature of the barbs were such
pulled from the stone, making him that once thrown in this way, the
King of Albion. Much like the fate of spear could only be removed by
Nuada as high king, bad fortune befell cutting it out of the body, a process
King Arthur at the end of his reign. that would certainly kill the target if
the spear hadn’t done so already.
Tags: Lethal, Melee, Versatile With modern medicine, however, the
spear can be removed more safely,
Knack: If you know the Boon
although not easily.
Divine Right and use its power to
declare yourself the sovereign, all Tags: Defensive, Lethal, Melee,
characters treat their Attitude Reach, Thrown
towards you as 2 higher instead of 1.
While the Boon is in effect, you may Knack: When you attack with Gáe
treat any social action that benefits Bulg, you can perform the following
from you being the sovereign as Feat Stunt.
of Scale.
Thirty Barbs (4s or more): The
Knack: You can spend a point of spear instantly sprouts thirty barbs
Legend to add the Shockwave tag to from its tip into every direction. This
Fragarach. Once spent, the tag applies replaces the Critical Hit Stunt and
to all attacks of your choice for the causes a second Injury Condition. The
rest of the scene. injuries cannot be healed until Gáe
Bulg has been removed, and the spear
Flaw: Fragarach is cursed to bring cannot be removed from the target
any authority it provides to an end, without cutting them open or by
giving it its other nickname, ripping it from them with force.
Kingsbane. The first time in a scene Removing it by any means causes
that Fragarach is used to attack, the another Injury Condition and is
Relics 47
attempted with an action against a Tags: Defensive, Lethal, Melee,
difficulty of 2. Any additional success Reach
spent on this Stunt increases the
difficulty by +1. Knack: If you know the Cast The
Runes Boon, Gungnir becomes a tool
of Fate in your hands. Once per
Gungnir (●●●●) session, after using the Boon to get a
Enhancement: +1 when used to clue about what the future may hold,
perform the Sunder Stunt, +1 general you gain a +2 Enhancement to one roll
where you use Gungnir to assist in
Gungnir is the spear of Odin, which he bringing about the foretold events.
rarely lends or gives away. It is
believed, in some stories at least,
that a great part of Odin’s power is Herakles’s Club (●●)
tied to the spear, leaving him Purview: Epic Strength
vulnerable if he is caught without it.
Gungnir is dwarven made, with runes Motif: Devastating Brute
carved on its entire haft. Some
Herakles, who was considered the
speculate that when Odin lends his
greatest of Greek heroes and
spear, it is actually a well-made
champion against the Titanspawn,
replica of the original. Although it is
used this club in many of his fights.
a useful and powerful Relic, it does
With time, the club gained some of
not compare to Gungnir itself.
48 Chapter Six
Herakles’s legendary strength and Tags: Automatic, Firearm, Lethal,
has been handed down to many Messy, Piercing, Ranged
Scions of the Theoi to use against
monsters and terrors of the Titans. Knack: When using Kali’s
flamethrower, the weapon causes
Tags: Bashing, Melee, Pushing, burns and scorches. Anyone who is hit
Two-Handed by the weapon takes the On Fire
Condition; until they’ve used an action
Knack: If you know the Pistons For to put out the fire, they take 1
Fists Boon, you send your opponent of damage at the end of their turns.
equal or lower tier flying another
rangeband with a successful attack. Knack: When using Kali’s chaingun,
Moreover, if you know the Enhanced everything gets torn to shreds. The
Impact Knack, you may spend one weapon has +1 Scale when using the
Momentum to send your target of automatic tag.
equal or lower tier flying yet another
rangeband, up to a maximum of Out of Flaw: Kali’s Arms have a built in
Range after adding the Enhanced Heavy Complication, as follows:
Impact and Pistons For Fists, and
Heavy (rank 2 Complication):
other bonuses such as from this
Kali’s Arms are notably heavy, making
Knack.
movement difficult. Any attempt to
Flaw: In every scene that move, such as disengage, jump, climb,
Herakles’s Club is used, you must etc., must first resolve this
resolve a Fatebinding of your choice Complication.
with a Strength of 2. Appropriate
Fatebindings may include Boon Maianakalani (●●●●)
Companion, Imperiled, Nemesis, or Purview: Beast
Paramour (possibly Unrequited).
Motif: Undefeatable
Kali’s Arms (●●●●)
Enhancement: +1 when used as a
Purviews: Chaos, Fire weapon
Relics 49
keep your own traits plus the aspect ineffective against her. With Nægling,
that you are emulating, and your he defeated Grendel’s mother, but
equipment and Maianakalani merge the sword broke in Beowulf’s battle
into your new form. against the dragon. From the broken
sword was made this heavy revolver,
Minotaur’s Labrys (●●●) the new Nægling. The weapon is well
fitted to fight giants and monsters,
Enhancement: +2 when used in a much like the weapon it was forged
maze-like Field. from, but is fated to fail the wielder
in their final battle.
The Minotaur’s Labrys is a massive,
double-headed ax with intricate Tags: Brutal, Firearm, Lethal,
carvings of an impossible maze. The Loud, Piercing, Pushing, Ranged
original ax is said to have belonged to
the minotaur of Crete, but Scions Knack: You can spend a point of
have reported seeing replicas and Legend when using Nægling to add a
new designs that have the same Feat of Scale to it equal to half your
powers. Legend, rounded up. Once spent, the
effect lasts until the end of the scene.
The Labrys is far deadlier when
used in a maze, but in modern times Knack: When your target falls
the ax seems to differentiate little prone from the Pushing tag of this
between actual mazes and any place weapon, they are also pushed one
with winding passages where you can range band away from you.
get lost. Street markets and large
hotels have been known to become a Ocelotl Armor (●●)
minotaur’s hunting ground.
Purview: Beast (Jaguar)
Tags: Brutal, Lethal, Melee,
Piercing, Two-Handed, Unconcealable Motif: Prowling Hunter
50 Chapter Six
benefits for the rest of the scene. Knack: The quarterstaff can
resize itself to fit the needs of the
Ruyi Jingu Bang (●●●) wielder, becoming thick as a stone
pillar and tall as a building. In a fight,
Enhancement: +1 general it can strike out to Medium Range. A
Demigod can make it strike out to
The Ruyi Jingu Bang is the
Long Range, and a God can use it to
quarterstaff of the great Sun
strike at anything out to Extreme
Wukong. It is made from black metal
Range. It is unknown how far Sun
and has golden rings on either end. It
Wukong can make the staff, but
is well decorated but Sun’s
speculations are that it can become
fascination with it comes from its
endless.
ability to resize to fit the wielder’s
needs. When not in use, it can shrink Flaw: In every scene that Ruyi
to the size of a needle, and Sun Jingu Bang is used, you must resolve a
Wukong keeps it tucked behind his Fatebinding of your choice with a
ear. The real Ruyi Jingu Bang is Strength of 1.
always in Sun Wukong’s possession,
but the weapon can create a copy of
itself that he gives to his Scions. Shango’s Ax (●●)
Purview: Sky
Tags: Bashing, Concealable, Melee,
Reach, Stun Motif: Raging Storm
Relics 51
Shango’s Ax is a double-headed ax possession of Vishnu’s later avatars
that can be held and wielded in one and has been passed down since.
hand despite its weight. Although
Shango does not require the ax to Tags: Arcing, Long Ranged, Two-
direct thunder and lightning, it has Handed (Target arrows: Lethal)
been granted some of Shango’s
power over the sky. Yoruba Scions, Sir Percival’s Pepperbox
especially those of Shango’s, have
wielded the ax into battle, but also
(●●●●)
for dramatic effect. Purviews: Fire, Frost
52 Chapter Six
targeted person is usually someone is not entirely true. It does not require
your Scion has already a grudge hands to control it, but it does need
against. the attention of whomever is
fatebound to it. The sword uses the
Special Note wielder’s Mental Arena to fight by
default and since it does not require
This weapon is not based on myth or hands, the wielder can fight with it
legend, but on a weapon that has been even if they are tied up, as long as
popularized in modern media, they can speak the words to draw it.
specifically in CRITICAL ROLE. The weapon
is built on Percy’s pepperbox, the List, Flaw: The sword requires the
but the demonic entity that gives wielder to speak command words to
power to the weapon is kept secret. draw the sword and use it. The
Whether this is Percy’s actual command words can vary depending
pepperbox (and the demon is Orthax) on what the wielder’s intentions are,
is entirely up to you, if that fits your whether to fight, intimidate, or
game. defend. Once the commands have
been spoken, the sword draws itself
from its sheath and is ready to fight
Sword of Freyr (●●●)
for the rest of the scene or until
Enhancement: +1 general commanded to return to the sheath.
Relics 53
Flaw: Once per arc, Murugan weapon for actual killers. It is lighter
requires the Scion’s service; gain the and steadier than most assault rifles,
Paying Tribute Condition (SCION: HERO, allowing Ares’s Scions to use it with
page 204). one hand while holding a sword in the
other.
Warwrecker (●●●) Tags: Automatic, Firearm, Lethal,
Purview: War Messy, Piercing, Ranged
54 Chapter Six
Zeus Cannon (N/A) Knack: When fired, the blast
explodes into a terrifying destructive
Enhancement: +3 when targeting
force that covers an area out to long
a single target
range. The blast counts as a Scale 4
The Zeus Cannon is a terrible weapon attack against anyone within that
that can cause ruinous destruction. area, and is enough to demolish most
The cannon requires a minute to buildings it hits.
warm up after every shot, and is
Flaw: The Zeus Cannon uses an
much too big to be carried on
accurate targeting system to fire. It
anything other than a large vehicle.
requires a roll using Firearm +
The weapon was designed by an anti-
Intelligence or Technology +
divinity organization that hired
Intelligence. No matter what Knacks
supernatural weapon smiths for the
or Boons you have, you cannot
sole purpose of fighting against Gods
replace the Intelligence with another
or Titans. Whether the Zeus Cannon
Attribute.
was named for a weapon to kill Zeus
or if it was being ironic has been up Flaw: The Zeus Cannon requires at
for debate, but most nations least one minute to warm up before
recognize the weapon as one of mass every shot. Each shot after the first
destruction and its use is severely extends the charging time by another
limited. It doesn’t mean that some minute (2 minutes before the 2nd
nefarious groups have acquired shot, 3 minutes before the 3rd, etc.).
schematics to build their own Zeus
Cannon.
Relics 55
Appendix:
List of Weapons
56 Chapter Number
HereH���
is aI’�handy list of��all
�������� the
������� ���� Knuckles
Brass ���� ��� ����������
weapons listed in �����
this book.
��They are
��������� ���� �������.
presented in alphabetical order Tags: Bashing (0), Concealable (1),
according to the chapter they appear Melee (0), Worn (2)
in, except for the Unarmed entry,
Total: 3
which is kept separate.
Catch Pole
Melee Weapons Tags: Bashing (0), Grappling (1), Melee
Bamboo Flute (0), Reach (1), Two-Handed (-1)
Total: 1
Bayonet
Tags: Attach (rifle into spear; gets the Curved Sword
inaccurate tag when used as a firearm)
Tags: Brutal (1), Lethal (0), Melee (0),
(0), Lethal (0), Melee (0)
Versatile (2)
Total: 0
Total: 3
Bowie Knife
Flail
Tags: Lethal (0), Melee (0), Thrown
Tags: Bashing (0), Melee (0), Stun (1);
(0), Tool (carpentry) (1)
a spiked flail is Lethal instead of
Total: 1 Bashing
Total: 1
List
Chapter
of Weapons
Title 57
Flair Jittei
Tags: Bashing (0), Burns (0), Melee (0) Tags: Bashing (0), Defensive (2), Melee
(0), Stun (1)
Total: 0
Total: 3
Glass Bottle
Keris
Tags: Bashing (0), Fragile (-1), Melee
(0), Thrown (0) Tags: Concealable (1), Lethal (0),
Melee (0), Piercing (2)
Total: -1
Total: 3
Hatchet
Khukri
Tags: Melee (0), Lethal (0), Thrown (0)
Tags: Brutal (1), Lethal (0), Melee (0),
Total: 0 Thrown (0)
Total: -1 Total: 1
Total: 3 Total: -1
Total: 3 Total: 0
58 Appendix
Manriki Gusari Sap
Tags: Bashing (0), Melee (0), Reach (1), Tags: Bashing (0), Concealable (1),
Stun (1) Melee (0), Stun (1)
Total: 2 Total: 2
Nightstick Scythe
Tags: Bashing (0), Defensive (2), Melee Tags: Brutal (1), Inaccurate (-1), Lethal
(0), Stun (1) (0), Melee (0), Two-Handed (-1)
Total: 3 Total: -1
Rapier Total: 0
Total: 3
List of Weapons 59
Switchblade Whip
Tags: Concealable (1), Lethal (0), Tags: Bashing (0), Grappling (1), Melee
Melee (0) (0), Reach (1)
Total: 1 Total: 2
Total: 3 Arbalest
Taser Tags: Firearm (0), Lethal (0), Piercing
(2), Pushing (1), Ranged (0), Reset (-1),
Tags: Bashing (0), Concealable (1), Two-Handed (-1)
Melee (0), Soft (-1), Stun (1)
Total: 1
Total: 1
Assault Rifle
Tiger Claws
Tags: Automatic (2), Firearm (0),
Tags: Lethal (0), Melee (0), Worn (2) Lethal (0), Piercing (2), Ranged (0),
Two-Handed (-1)
Total: 2
Total: 3
War Ax
Atlatl
Tags: Brutal (0), Lethal (0), Melee (0),
Piercing (2), Two-Handed (-1), Tags: Arcing (1), Lethal (0), Long
Unconcealable (-1) Range (1), Piercing (2), Reset (-1),
Thrown (0)
Total: 0
Total: 3
War Hammer
Tags: Bashing (0), Melee (0), Pushing
(1), Two-Handed (-1)
Total: 0
60 Appendix
Automatic Shotgun Boomerang
Tags: Automatic (2), Firearm (0), Tags: Arcing (1), Bashing (0), Returning
Lethal (0), Loud (-1), Piercing (2), (1), Stun (1), Thrown (0)
Pushing (1), Ranged (0), Two-Handed (-
1) Total: 3
Total: 3 Bow
Ballistic Knife Tags: Arcing (1), Ranged (0), Two-
Handed (-1); bows can have different
Tags: Firearm (0), Lethal (0), Melee (0), types of arrows which add different
Reset (-1), Short Range (-1) set of tags (see below)
Total: -2 Total: 0
Total: 2 Total: 1
Total: -2 Total: -1
Total: 0
List of Weapons 61
Derringer Hairspray Flamethrower
Tags: Concealable (1), Firearm (0), Tags: Burns (0), Bashing (0), Inaccurate
Lethal (0), Ranged (0) (-1), Melee (0), Reach (1)
Total: 1 Total: 0
Tags: Burns (0), Firearm (0), Lethal (0), Heavy Machine Gun
Ranged (0)
Tags: Automatic (2), Brutal (1),
Total: 0 Firearm (0), Lethal (0), Loud (-1),
Piercing (2), Ranged (0), Two-Handed (-
Frog-Crotch Arrows 1), Unconcealable (-1)
Total: 2
Heavy Revolver
Generic Shotgun Tags: Firearm (0), Lethal (0), Loud (-1),
Piercing (2), Pushing (1), Ranged (0)
Tags: Firearm (0), Lethal (0), Loud (-1),
Piercing (2), Pushing (1), Ranged (0) Total: 2
Total: 2
62 Appendix
Holdout Shotgun Machine Gun
Tags: Concealable (1), Firearm (0), Tags: Automatic (2), Firearm (0),
Inaccurate (-1), Lethal (0), Loud (-1), Lethal (0), Piercing (2), Ranged (0),
Piercing (2), Pushing (1), Short Ranged Two-Handed (-1)
(-1)
Total: 3
Total: 1
Machine Handgun
Humming Arrows
Tags: Automatic (2), Firearm (0),
Tags: Bashing (0), Loud (-1) Inaccurate (-1), Lethal (0), Piercing (2),
Ranged (0)
Total: -1
Total: 3
Hunting Rifle
Musket
Tags: Firearm (0), Lethal (0), Loud (-1),
Piercing (2), Ranged (0), Two-Handed (- Tags: Firearm (0), Lethal (0), Piercing
1) (2), Ranged (0), Reset (-1),
Unconcealable (-1)
Total: 0
Total: -1
Javelin
Pepperbox
Tags: Arcing (1), Lethal (0), Melee (0),
Piercing (2), Thrown (0) Tags: Firearm (0), Lethal (0), Piercing
(2), Ranged (0)
Total: 3
Total: 2
Light Autoloader
Piercing Arrows
Tags: Firearm (0), Lethal (0), Piercing
(2), Ranged (0) Tags: Lethal (0), Piercing (2)
Total: 2 Total: 2
Total: 3 Total: 1
List of Weapons 63
Pistol-Grip Shotgun Stun Gun
Tags: Firearm (0), Inaccurate (-1), Tags: Bashing (0), Firearm (0), Melee
Lethal (0), Loud (-1), Piercing (2), (0), Reset (-1), Short Range (-1), Soft
Pushing (1), Ranged (0) (-1), Stun (1)
Total: 1 Total: -2
Total: 2 Total: 2
Speargun
Tags: Firearm (0), Lethal (0), Piercing
(2), Ranged (0)
Total: 2
64 Appendix
Flak Cannon
Tactical Weapons
Tags: Brutal (1), Firearm (0), Lethal (0),
Cannon Long Range (1), Loud (-1), Messy (-1),
Slow (-1), Shockwave (4),
Tags: Brutal (1), Firearm (0), Lethal (0), Unconcealable (-1); Scale 2 damage,
Long Range (1), Loud (-1), Piercing (2), this weapon is normally stationary
Slow (-1), Unconcealable (-1); Scale 2 and requires Intelligence to fire.
damage, this weapon is normally
stationary and requires Intelligence to Total: 2
fire.
Flashbang
Total: 1
Tags: Arcing (1), Shockwave (4), Soft
Chaingun (-3), Stun (1), Thrown (0)
Total: 1
List of Weapons 65
Heavy Cannon Armor
Tags: Brutal (1), Firearm (0), Lethal (0),
Long Range (1), Loud (-1), Messy (-1), Bomb Suit
Piercing (2), Slow (-1), Unconcealable (-
1); Scale 3 damage, this weapon must Tags: Armored: Hard (3), Cumbersome
be stationary and requires Intelligence (-1), Slot Helm (-1), Weighty (-1)
to fire.
Total: 0
Total: 0
Bulletproof Vest
Incendiary Grenade Tags: Armored: Soft (1), Resistant
Tags: Arcing (1), Burns (0), Lethal (0), (Bulletproof) (2), Weighty (-1)
Loud (-1), Messy (-1), Shockwave (4),
Total: 2
Thrown (0)
Total: 2
66 Appendix
Leather Armor Benkei’s Armor (●●●)
Tags: Armored: Soft (1), Weighty (-1) Tags: Armored: Hard (3), Cumbersome,
Resistance (Arrows)
Total: 0
Caledflwch (●●●●●)
Segmented Armor
Enhancement: +3 general
Tags: Armored: Hard (1), Weighty (-1)
Tag: Lethal, Melee, Piercing, Versatile
Total: 0
Flaming Sword (●●●)
Relics Tags: Aggravated, Burns, Melee,
Versatile
Aegis (●●●)
Tags: Bashing, Defensive, Melee, Fragarach (●●●)
Pushing
Tags: Lethal, Melee, Versatile
Tag: Firearm, Lethal, Long Ranged, Tags: Defensive, Lethal, Melee, Reach
Piercing, Two-Handed
Herakles’s Club (●●)
Assassin Dagger (●●●)
Tags: Bashing, Melee, Pushing, Two-
Tags: Concealable, Lethal, Melee, Handed
Thrown
Kali’s Arms (●●●●)
Babr-e Bayan (●●●●)
Tags: Automatic, Firearm, Lethal,
Tags: Armored: Soft (3), Resistant Messy, Piercing, Ranged
(fire), Weighty
List of Weapons 67
Maianakalani (●●●●) Sharanga (●●●)
Enhancement: +1 when used as a Tags: Arcing, Long Ranged, Two-
weapon Handed (Target arrows: Lethal)
68 Appendix
List of Weapons 69