Exotic Weapons

Many of the martial-monastic orders of Kara-Tur teach exotic weapon forms alongside their unarmed arts. A martial artist who knows any Shou Kung Fu style may buy any of the perks or power-ups listed under the weapons below as though they were style perks and power-ups. Using mixed pairs (e.g. a sai and a tonfa) or combination weapons (kusari-gama) requires all relevant skills. In all cases, an appropriate version of Weapon Master is helpful, but not required.

Butterfly Swords (Shortsword)
Short, broad-bladed chopping swords with hand guards, often used in pairs (use stats for Small Falchion, p. MA229).
Perks: Duelist’s Stance, Pommel-Fist.
Power-Ups: Bind Weapon, Two-Weapon Fighting.

Hook Swords (Shortsword)
Short, hooked batons with bladed hand guards, often used in pairs (pp. MA226-227; illustration, p. 73).
Perks: Duelist’s Stance, Pommel-Fist.
Power-Ups: Bind Weapon, Two-Weapon Fighting.

Jian (Rapier)
A light fencing sword, much like an edged rapier (p. MA229).
Power-Ups: Flying Lunge.

Jitte/Sai
Short metal batons with tines for catching (and breaking) weapons, often used in pairs (p. MA227).
Perks: Duelist’s Stance, Grip Mastery.
Power-Ups: Bind Weapon, Snap Weapon, Two-Weapon Fighting.

Kama (Axe/Mace)
Sickle, often used in pairs (p. MA226).
Power-Ups: Hook, Two-Weapon Fighting.

Kusari
A chain or chain whip (p. MA228).
Perk: Reach Mastery.
Power-Ups: Double-Weapon Fighting, Entangle, Return Strike.

Nunchaku (Flail)
Two short sticks connected a shorter length of rope or chain, used like a flail.
Perk: Quick-Swap.
Power-Ups: Double-Weapon Fighting.

Qian Kun Ri Yue Dao (Staff)
Exotic bladed staff – see pp. MA226 & 230 (illustration, p. 56).
Perks: Exotic Weapon Training, Pommel-Fist.
Power-Ups: Bind Weapon, Double-Weapon Fighting.

Slashing Wheel (Knife)
Semi-circular blades with a grip across the center, often used in pairs (p. MA228).
Perk: Dagger Defense, Pommel Fist.
Power-Ups: Two-Weapon Fighting.

Staff
A normal quarterstaff, also called a bo staff (among countless other names).
Perks: Combat Pole-Vaulting, Grip Mastery.
Power-Ups: Double-Weapon Fighting, Pole-Vault Kick, Sweep.

Three-Part Staff (Two-Handed Flail)
Three medium-length rods bound together end-to-end with short chains or ropes; used like a long flail (p. MA230).
Perk: Exotic Weapon Training.
Power-Ups: Double-Weapon Fighting.

Tonfa
Short wooden baton with a handle projecting off the side, often used in pairs (p. MA230).
Perks: Duelist’s Stance, Grip Mastery.
Power-Ups: Two-Weapon Fighting.

Exotic Weapon Power-Ups

Bind Weapon (4 points for Level 1; 9 points for Level 2)
Prerequisites: Jitte/Sai, or melee weapon skill usable with a crossguarded weapon.
Use your full weapon skill to attempt Bind Weapon (see p. MA67) at Level 1, or Skill+4 at Level 2. If using a weapon with a normal crosspiece, you can use this ability to bind only with other swords with crossguards; if you have a weapon with a specially-designed crosspiece (plus $100 to cost for anything other than a Jitte/Sai), you can attempt to bind any weapon, as if you were using a Jitte/Sai.
Perk: (Level 2) Technique Mastery (Bind Weapon) (1).
Technique: Bind Weapon (H) Skill+0 (4). (Level 2) Bind Weapon (H) Skill+4 (4).

Double-Weapon Fighting (6 points)
Prerequisites: Trained by a Master or Weapon Master; Staff or other melee weapon skill usable with a double-ended weapon.
As for Two-Weapon Fighting (DF11, p. 13), but using a double-ended weapon in two hands instead of a one-handed weapon in each hand.
Perk: Double Weapon (1).
Technique: Dual-Weapon Attack (H) Skill+0 (5).

Entangle (5 points for Level 1; 10 points for Level 2)
Prerequisites: Kusari.
At Level 1, use your full Kusari skill to attempt to Entangle a foe (p. MA71); at Level 2, use Kusari+4.
Perk: (Level 2) Technique Mastery (Entangle) (1).
Technique: (Level 1) Entangle (H) Kusari+0 (5). (Level 2) Entangle (H) Kusari+4 (4).

Flying Lunge (5 points)
Prerequisites: Trained by a Master or Weapon Master; Melee weapon skill capable of a thrusting attack.
Execute a Flying Lunge (p. MA83) with a thrusting weapon at full weapon skill.
Technique: Flying Lunge (H) Skill+0 (5).

Hook (6 points)
Prerequisites: Appropriate melee weapon skill.
Employ an appropriate weapon to Hook (p. MA74) at full skill.
Technique: Hook (H) Axe/Mace+0 (6)

Pole-Vault Kick (5 points)
Prerequisites: Trained by a Master; Jumping and Karate.
You can make a special All-Out Attack, vaulting at your enemy with a pole and executing a powerful kick. See p. MA87.
Technique: Pole-Vault Kick (H) Karate+0 (5).

Return Strike (6 points)
Prerequisites: Kusari or Two-Handed Flail.
Using a Kusari, Three-Part Staff, or other long flail, you can attempt a “wraparound” strike. See p. MA78.
Technique: Return Strike (H) Skill+0 (6).

Snap Weapon (8 points)
Prerequisites: Trained by a Master or Weapon Master; Bind Weapon with the same skill.
A Jitte/Sai (or other weapon that’s both capable of the Bind Weapon technique, and has a specially-made crossguard; see Bind Weapon) can be used to break a trapped weapon. Make ST-based Skill+3 roll; see p. MA87.
Technique: Snap Weapon (H) ST-based Melee Skill+3 (8).

Sweep (4 points for Level 1; 9 points for Level 2)
Prerequisites: Appropriate melee weapon skill.
You can use a long, rigid weapon to attempt to knock your foe over; use your full skill at Level 1, or Skill+4 at Level 2. See p. MA81.
Perk: (Level 2) Technique Mastery (Sweep) (1).
Technique: (Level 1) Sweep (H) Skill+0 (4). • (Level 2) Sweep (H) Skill+4 (4).

Two-Weapon Fighting (6 points)
Prerequisites: Trained by a Master or Weapon Master.
Can be taken for a single skill or a specific paring of weapons. See DF11, p. 13.
Perk: Off-Hand Weapon Training (Skill) (1).
Technique: Dual-Weapon Attack (H) Skill+0 (5).

Exotic Weapon Perks (1/perk)
Exotic Weapon perks are purchased as Style Perks for any Shou Kung Fu style, or any other exotic style that features a specific exotic weapon.

Combat Pole-Vaulting – See DF11, p. 11.

Double Weapon – You’ve learn to use a single weapon with two “business ends” (e.g. nunchaku, staff, etc) to make a Dual-Weapon Attack. This requires both hands, even for a skill that’s normally one-handed (e.g. Flail for nunchaku), but incurs no off-hand penalty; you do face the normal penalty for a Dual-Weapon attack, though this can be bought off normally as a Hard, cinematic technique. This perk must be purchased separately for each such weapon, e.g. Double Weapon (Nunchaku), Double Weapon (Staff), etc.

Duelist’s Stance – You’ve trained in using the stance and weapon positions that make fencing styles so adept at parrying, and can parry as if you had a fencing weapon when using one class of light, balanced weapon. Specialize by melee weapon skill (e.g. Broadsword, Shortsword, etc); add the F modifier to the Parry stat of any balanced weapon (i.e. without the U modifier to Parry). On any turn that make use of a fencing parry, you suffer skill penalties for encumbrance, as for fencing skills. You can, of course, buy Armor Familiarity to offset this penalty.

Exotic Weapon Training – See p. MA50, or PU2, p. 5.

Grip Mastery – See p. MA50, or PU2, p. 6.

Pommel-Fist – When striking with the pommel of your sword (see p. MA111), use your melee weapon skill instead of Brawling. Specialized by melee weapon skill.

Quick-Swap – See p. MA51, or PU2, p. 7.

Reach Mastery – See DF11, p. 11, or PU2, p. 7.

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Exotic Weapons

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