Weapons

Wielding Weapons

As a Simple Action, you may Draw or Ready a weapon. When a weapon is drawn or readied, it becomes wielded by the character that drew or readied it, and is considered drawn or ready. The terms, in the context of weapon status, are interchangeable; they mean the same thing as far as the rules are concerned.
As a Simple Action, you may Sheath or Stow a weapon. When a weapon is sheathed or stowed, it is somewhere on the character's person, but is no longer drawn or readied. The terms, in the context of weapon status, are interchangeable; they mean the same thing as far as the rules are concerned.

A character has two hands by default that they may wield weapons with. Weapons require an amount of hands to be wielded based on their size tag. A character may only wield one weapon in any given hand at a time.

[Small] Weapon Characteristics
[Small] Weapons require one hand to be wielded.
[Small] Weapons may be drawn, readied, sheathed, or stowed as a Free Action that may be taken twice per turn.
[Small] Weapons may be concealed on a character's person with the Sleight of Hand skill

[Medium] Weapon Characteristics
[Medium] Weapons require one hand to be wielded.
[Medium] Weapons may be drawn, readied, sheathed, or stowed as a Simple Action. If a mastery or other effect allows you to draw a [Medium] weapon as a Free Action, you may take that Free Action up to two times per turn.

[Large] Weapon Characteristics
[Large] Weapons require two hands to be wielded.
[Large] Weapons may be drawn, readied, sheathed, or stowed as a Simple Action.

Wielding Two Weapons
While wielding more than one weapon, gain +X to your Armor Target Number, where X is your Insight Rank.
While wielding more than one weapon when you attack, if the weapon you did not attack with is [Small], suffer a malus of -5
While wielding more than one weapon when you attack, if the weapon you did not attack with is [Medium], suffer a malus of -10
While wielding more than one weapon when you attack, if the weapon you did not attack with is [Large], suffer a malus of -15 (this requires certain techniques or more than two hands)

Weapon Profiles

Weapons may have a "Mastery X" special rule. If you possess both the relevant emphasis and relevant Weapon skill (either its typical associated skill, or weapon: samurai if it is a [Samurai] weapon for you) at rank X or higher, you gain the effect of the mastery. Unless otherwise stated, you must be wielding or otherwise using a weapon to benefit from its Mastery.

Bows and Ammunition

All bows require Ammunition to make a ranged attack. Add the ammunition's damage value to the bow's when determining the weapon's damage.
All bows have a special rule: "Draw". When rolling for damage, instead of adding Strength to the damage roll, gain +Xk0 instead, where X is the lower of your Strength and the bow's Draw Value.
All bow's listed damage values are when the weapon is used to fire ammunition. When used as a melee weapon, treat it as an improvised weapon of one size category lower.
Drawing ammunition to use for a ranged attack is considered part of the attack action, and can be done freely.
Ammunition may be wielded as a Small improvised weapon.

Daikyu
[Bow][Large]
Damage: 0k1
Draw: 4
Mastery 5: Gain 1 Free Raise you may only use toward the Extra Damage maneuver.
Special: Max Range 500'. Requires 3 Strength to fire.
Cost: 25 Ryou

Hankyu
[Bow] [Large]
Damage: 0k0
Draw: 2
Mastery 3: You may ready a Hankyu as a Free Action.
Special: Max Range 100'
Cost: 6 Ryou

Yumi
[Bow][Large]
Damage: 1k0
Draw: 3
Mastery 5: Gain 1 Free Raise you may only use toward the Extra Attack maneuver.
Special: Max Range 250'
Cost: 20 Ryou


Kaburiya
[Ammunition]
Damage: 0k1
Special: Produces a loud whistle as it flies through the air, often used as a signal.
Cost: 2 Bu

Karimata
[Ammunition]
Damage: 0k1
Special: When this ammunition is used for an attack targeting an inanimate object, gain two Free Raises and +1k1 to the damage roll.
Cost: 2 Bu

Tagoneya
[Ammunition]
Damage: 0k2
Special: When this ammunition is used for an attack, ignore the bonuses to Armor Target Number and Reduction granted by the target's worn Armor.
Cost: 4 Bu

Watakushi
[Ammunition]
Damage: 1k3
Special: When this ammunition is used for an attack, the target of the attack gains +X to their Armor Target Number, where X is the bonus they gain to Armor Target Number from their worn Armor (this stacks).
Cost: 4 Bu

Yanagiba
[Ammunition]
Damage: 1k2
Cost: 4 Bu

Chain Weapons

Chain weapons are a combination of two [End] weapons that are connected by chain. When an [End] weapon is readied, its pair may be readied as a Free Action. When wielding two [End] weapons, ignore all penalties and restrictions from wielding two weapons on all actions involving those weapons.

Kusarifundō
[Medium][End][Reach]
Damage: 0k1
Mastery 3: When you successfully start a grapple with this weapon, deal damage to the target as if you hit with a typical attack.
Special: Max Range 15'
Cost: 1 Ryou

Kusarigama
[Medium][End]
Damage: 0k2
Mastery 5: When using Hit during a grapple, gain +0k1 to your damage roll.
Special: When attacking with this profile, you must use the Shojutsu skill. If you possess the Kusarigama emphasis of Kusarijutsu, your Shojutsu attacks with this weapon are considered as having emphasis. (Using the Hit action unaffected)
Cost: 2 Ryou

Kyuketsushoge
[Medium][End][Reach]
Damage: 0k2
Mastery 5: Gain 1 Free Raise you may only use toward the Extra Damage maneuver.
Special: Max range 10'.
Cost: 1 Ryou

Hand Weapons

Aiguchi and Tantō
[Small][Knife]
Damage: 1k2
Mastery 3: When testing Sleight of Hand to obscure or hide this weapon, gain +0k1.
Special: When attacking with this weapon, you may use Kenjutsu instead of Hand Weapons.
Cost: 1 Ryou

Gunbai, Gunsen, and Tessen
[Small][Warfan]
Damage: 0k1
Mastery 5: While wielding at least one of this weapon, gain +X to your Armor Target Number, where X is your Insight Rank plus 4.
Cost: 4 Bu

Jitte and Sai
[Small]
Damage: 1k1
Mastery 3: Gain 1 Free Raise you may only use toward the Disarm maneuver.
Cost: 4 Bu

Tonfa, Reinforced
[Medium]
Damage: 0k3
Mastery 3: While wielding two of this weapon, gain +X to your Armor Target Number, where X is your Insight Rank.
Price: 4 Bu


Kama
[Small][Cheap]
Damage: 0k2
Price: 2 Shu

Nunchaku
[Medium][Cheap]
Damage: 2k1
Price: 3 Shu

Sansetsukon
[Large][Cheap]
Damage: 2k2
Price: 1 Bu

Tonfa
[Medium][Cheap]
Damage: 0k3
Special: After damage from this weapon is rolled, if the result was 25 or higher, this weapon breaks.
Price: 1 Shu

Heavy Weapons

Daitsuchi
[Large]
Damage: 5k2
Mastery 5: Gain 2 Free Raises you may only use toward the Extra Damage maneuver.
Cost: 12 Ryou

Kanabō
[Large]
Damage: 3k3
Mastery 3: While contesting Strength after you performed the Knockdown maneuver, gain +1k0.
Cost: 10 Ryou

Masakari
[Medium]
Damage: 2k3
Mastery 3: You may ready this weapon as a Free Action
Cost: 4 Ryou

Ōjitte
[Medium]
Damage: 1k3
Mastery 3: Gain 1 Free Raise you may only use toward the Disarm maneuver.
Cost: 4 Ryou

Ono
[Large]
Damage: 0k4
Mastery 7: Gain +1k1 to your damage rolls.
Cost: 10 Ryou

Polearms and Spears

Bisento
[Large][Reach]
Damage: 3k3
Mastery 3: Gain 1 Free Raise you may only use toward the Extra Damage maneuver.
Cost: 14 Ryou

Juumonjiyari
[Large][Reach]
Damage: 3k2
Mastery 3: You may throw this weapon as a ranged attack. Lose -1k0 to the damage roll. Its Max Range is 30'.
Cost: 7 Ryou

Naginata
[Large][Reach][Samurai]
Damage: 3k2
Mastery 5: Gain +5 to your Armor Target Number. Characters you are guarding gain +5 to their Armor Target Number.
Cost: 16 Ryou

Sasumata, Sodegarami, and Tsukubō
[Large][Reach][Mancatcher]
Damage: 1k2
Mastery 1: You may use this weapon to initiate a Weapon Grapple.
Cost: 5 Ryou

Teyari
[Medium]
Damage: 1k2
Mastery 3: Gain 1 Free Raise you may only use toward the Extra Damage maneuver.
Special: You may throw this weapon as a ranged attack. It's Max Range is 50'.
Cost: 2 Ryou

Yari
[Large][Reach]
Damage: 2k2
Mastery 3: Gain +X to your Armor Target Number, where X is your Soujutsu Skill.
Cost: 5 Ryou



[Large][Cheap]
Damage: 1k2
Cost: 1 Shu


[Medium][Cheap]
Damage: 0k2
Cost: 200 Mon

Swords

Katana
[Medium][Samurai]
Damage: 3k2
Mastery 3: You may ready this weapon as a Free Action
Mastery 5: When wielding a Katana and nothing else, when you attack, gain 1 Free Raise.
Mastery 7: You may add your Honor Value to your Initiative Rating.
Special: When dealing damage, you may spend a Void Point and activate this ability. If you do, gain +1k1 to the damage roll. This ability can only be activated once per damage roll.
Cost: 28 Ryou

Kyokutō
[Medium]
Damage: 2k3
Mastery 3: While on horseback, gain +1k0 to attack rolls you make against unmounted characters.
Cost: 18 Ryou

Ōdachi
[Large]
Damage: 3k3
Mastery 5: Gain 1 Free Raise that can only be used towards the Disarm Maneuver against [Medium] and [Small] weapons.
Cost: 25 Ryou

Wakizashi
[Medium][Samurai]
Damage: 2k2
Mastery 3: You may ready this weapon as a Free Action.
Cost: 18 Ryou

Other

Unarmed
[Jujutsu]
Damage: 0k1
Special: Even when each of a character's hands is wielding a weapon, they may still use this weapon. While a character's hand is not wielding another weapon, this weapon may be used to initiate a Grapple. (A character may always attack unarmed if they choose. A character may only initiate a typical grapple if they have at least one hand free)

Improvised Weapon
[Jujutsu]
Damage: Varies
Special: Any sturdy object may be used as an improvised weapon (GM's discretion). A small object has a Damage value of 0k1. A medium object has a Damage value of 1k1. A large object has a Damage value of 1k2. An Improvised Weapon gains the tag that corresponds to its size.
Cost: Varies.

Fukiya
[Small][Ninjutsu][Cheap]
Damage: 1k0
Special: You may make ranged attacks with this weapon, Fukibari as its ammunition. This is a ranged attack using Ninjutsu/Reflexes with a range of 30'.
Special: This weapon's damage does not explode.
Cost: 1 Shu

Fukibari
[Ammunition]
Damage: 0k1
Special: Can only be used with Fukiya.
Cost: 1 Bu

Tsubute
[Small][Ninjutsu][Cheap]
Damage: 0k1
Special: You may throw this weapon. This is a ranged attack using Ninjutsu/Agility with a range of 50'.
Special: This weapon's damage does not explode.
Cost: Can not be bought.

Ninjato
[Medium][Ninjutsu]
Damage: 2k2
Mastery 3: Treat the Ninjato as [Small] for the purposes of concealment.
Special: This weapon's damage does not explode.
Special: When attacking with this weapon, you may use Kenjutsu instead of Ninjutsu.
Cost: 6 Ryou

Shuriken and Kunai
[Small][Ninjutsu]
Damage: 1k1
Mastery 3: When testing Athletics to climb, gain 1 Free Raise.
Special: You may throw this weapon. This is a ranged attack using Ninjutsu/Agility with a range of 50'.
Special: This weapon's damage does not explode.
Special: When attacking with this weapon, you may use Hand Weapons instead of Ninjutsu.
Cost: 4 Bu

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