Rules / Weapons & Armor / Martial Arts Weapons
Martial Arts Weapons
Staves, kama, nunchaku, sai, shuriken and your own body, used with the Martial Arts skill. † may also be used with the Melee Weapons skill.
| Weapon | Price | Damage | Bulk | Might | Hands | Properties |
|---|---|---|---|---|---|---|
| Bo Staff † | 2 sp | 1d8 B | 2 | 2 | 2 | Parry, Reach, Trip |
| Kama † | 1 gp | 1d6 S | L | 0 | 1 | Agile, Trip |
| Katar † | 3 sp | 1d4 P | L | 0 | 1 | Agile, Deadly |
| Nunchaku | 2 sp | 1d6 B | L | 1 | 1 | Backswing, Disarm, Finesse |
| Rope Dart | 1 gp | 1d4 P | 1 | 2 | 2 | Disarm, Finesse, Sweep, Tethered, Thrown(20), Trip |
| Sai † | 6 sp | 1d4 P | L | 1 | 1 | Agile, Finesse, Disarm |
| Shuriken (10) | 1 sp | 1d4 P | L | 1 | 1 | Agile, Finesse, Thrown(20) |
| Temple Sword † | 2 gp | 1d8 S | 1 | 2 | 1 | Trip |
| Three-Section Staff † | 2 gp | 1d10 B | 2 | 3 | 2 | Backswing, Disarm, Parry |
| Unarmed Strike | — | 1 B | — | 0 | 1 | Agile, Finesse, Subdual, Unarmed |
The Might requirement may be met with Reflex instead if the weapon has Finesse.
Martial Arts Weapons Descriptions
Bo Staff. A smooth, tapered staff balanced for spinning strikes and guarding blows alike.
Kama. A short, curved farming blade on a wooden handle, refined into a fighting tool.
Katar. A punching dagger with an H-shaped grip, so the blade juts forward from the knuckles.
Nunchaku. Two short rods joined by cord or chain, whipped around at blinding speed.
Rope Dart. A weighted metal spike on a long cord. In practiced hands it strikes from angles no one expects.
Sai. A metal spike flanked by two curved prongs, made to catch and twist an enemy's blade.
Shuriken (10). Small, flat throwing stars with sharpened points, flung with a flick of the wrist. Sold in bundles of ten.
Temple Sword. A heavy, crescent-bladed sword carried by shrine guardians, often hung with bells or prayer charms.
Three-Section Staff. Three short staff segments linked by cord or chain, able to lash, block and trap.
Unarmed Strike. Fists, feet, elbows and knees. An unarmed strike can't be disarmed and doesn't occupy a hand. Martial Arts ranks raise its damage: 1 rank 1d4, 2 ranks 1d6, 4 ranks 1d8, 6 ranks 1d10, 8 ranks 2d6, 10 ranks 2d8, 12 ranks 2d10.