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Hoshigaki Hiru
Captain

PostPosted: Sat Dec 09, 2017 9:25 pm


Weapons are an integral part of the arsenal of a shinobi. Even if there have been rare instances of exclusive fist fighters, practically every shinobi will want a lethal tool in their arsenal for efficiency.

This section will explain how to use these weapons and how their various characteristics impact combat and damage.
PostPosted: Sat Dec 09, 2017 9:38 pm


BASIC WEAPON CLASSES


Weapons can normally be grouped in broad categories based on their fundamental characteristics. As such, training and experience with a specific weapon will normally transfer directly to other weapons of the same category.

Even though all weapons of a given category will tend to share the same characteristics, there can be variations between them to suit different user's specific styles.

Note that the categories listed here are the most common weapon types used by shinobis. Weapons are however not limited to these categories and more may be added to the system later or through custom creation or updates.


1. Fist Weapons

Weapons usually worn across the fist to provide better protection to the hand and more significant damage to the opponent than a naked fist. Often complementary to a well developed taijutsu style. (examples: fist knuckles)

- Advantages: Hard to disarm, easy to conceal, can still perform most taijutsu techniques while wielding.
- Shortcomings: Lower damage, difficult to deflect weapons attacks.

Most common attack types: Punch.
Base Weapon damage: 20 HP.


2. Blades

The most common weapons, favored because of their versatility. Usually worn at the waist they give an advantage over shorter weapons because of their reach without becoming as heavy or cumbersome as long weapons. (examples: katanas, rapiers)

- Advantages: Versatile, good defensive value.
- Shortcomings: Very few, explaining their popularity.

Most common attack types: Slash, stab.
Base weapon damage: 30 HP.


3. Mauls

Heavy, slow, powerful. Their efficiency relies on the wielder's strength combined with the weapon's weight. (examples: war hammers, axes, maces)

- Advantages: Difficult to parry, decent damage.
- Shortcomings: Slower than most weapons, cumbersome.

Most common attack types: Swing.
Base weapon damage: 30 HP.


4. Polearms

Long weapons consisting of a pole as its main section to which can be mounted a blade or pike. While being somewhat cumbersome, these weapons provide very long reach and surprising quickness in their strikes. (examples: spears, naginata, bo staff)

- Advantages: Reaches farther than melee distance, solid damage, specially against armor.
- Shortcomings: Slow, Liability in close quarter combat.

Most common attack types: Stab, swing, throw.
Base weapon damage: 35 HP.


5. Flails

These weapons are caracterized by their use of a flexible link (rope or chain) that allows the weapon to be swung aroud an opponent's shield or weapon, making them extremely difficult to parry or deflect. Thier long swinging motion, however, make them easier to time and are therefore evaded more easily. (examples: kusarigama, nunchakus)

- Advantages: Very hard to parry or deflect, light.
- Shortcomings: Lower damage, very weak defensive properties.

Most common attack types: Swing.
Base weapon damage: 25 HP.


6. Throwing Weapons

Weapons meant top be used as projectiles. Even if their damage is not as impressive as that of weapons swung with the wielder's full strength and weight behind them, their long reach and ability to be thrown from cover makes them a favorite amongst shinobis. (examples: shurikens, throwing knives)

- Advantages: Long reach.
- Shortcomings: Lower damage, situational.

Most common attack types: Throw.
Base weapon damage: 20 HP.


7. Unique and/or Legendary Weapons
Some weapons will be so unique in the way they are used that they can hardly fit in another category. While these weapons tend to be more powerful than average weapons, they come with the downside of requiring a skill set that does not translate to other weapons.

- Advantages: Unique properties, often provides status.
- Shortcomings: Often so unique that skills do not translate to other weapon categories.

Attack types: Varies.

Hoshigaki Hiru
Captain


Hoshigaki Hiru
Captain

PostPosted: Sat Dec 16, 2017 10:07 am


BASIC ATTACK TYPES


While there is a large variety of manners weapons can be used depending on their individual characteristics, there are a few main ways most of them will be wielded.

Blades are usually meant to have either or both of two types of attack. Some are made for large slices that are meant to cut, while others weighed and shaped specifically for thrusting and stabbing to generate maximum penetration force.

Ranged weapons are a different type of weapon, some being projectiles launched from a contraption or others that are made to be thrown.

Blunt weapons as far as they are concerned pretty much all have the same function of using weight and momentum to generate force against an enemiy's more fragile limbs or bones.

Depending on the Attack you choose to use, the effects will be slightly different:

Slash
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The shinobi uses the weapon in an arc motion meant to cut or sever a target. Slashes are attacks that cover a larger area, making it more likely to connect, but this also affects the attack's penetrative force, making it far less effective against armor than a stab.
Technique type: Depends on weapon characteristics.
Range: Melee
AP Cost: 2
Chakra Cost: n/a
Attack Formula: d20 + Level + Str Mod + 1 per 5 in Weapon Skill
Hit DC: 7 + Level + Dex Mod + Armor Bonus
Damage: Base Weapon Damage + Str Mod
Critical Hit: [Base Weapon Damage / 2] as Constitutional Damage + weapon critical hit effect.
Special Effect: Double the value of armor against this attack.
Requirements: Compatible Weapon Skill 1. Bladed Weapon.

Stab
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A very precise thrusting attack, the very small surface of contact of a stab minimizes the impact area of the blow and therefore greatly increases its penetrative strength.
Technique type: Depends on weapon characteristics.
Range: Melee
AP Cost: 2
Chakra Cost: n/a
Attack Formula: d20 + Level + Str Mod + 1 per 5 in Weapon Skill
Hit DC: 10 + Level + Dex Mod + Armor Bonus
Damage: Base Weapon Damage + [Str Mod / 2]
Critical Hit: [Base Weapon Damage / 2] as Constitutional Damage + weapon critical hit effect.
Special Effect: Halve the value of armor against this attack.
Requirements: Compatible Weapon Skill 1. Pointed weapon.

Swing
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A large motion usually made with heavy weapons meant to inflict crushing injuries to foes. The large arc of the swing added to the heavy weight of weapons made to be swung make them easier to dodge, but extremely difficult to parry due to the overwhelming force of the attack. Can also be called "hacking" or "chopping" if used with a bladed weapon.
Technique type: Depends on weapon characteristics.
Range: Melee
AP Cost: 2
Chakra Cost: n/a
Attack Formula: d20 + Level + Str Mod + 1 per 5 in Weapon Skill
Hit DC: 13 + Level + Dex Mod + Armor Bonus
Damage: Base Weapon Damage + [Str Mod]
Critical Hit: [Base Weapon Damage / 2] as Constitutional Damage + weapon critical hit effect.
Special Effect: -5 to Parry or Deflection Checks.
Requirements: Compatible Weapon Skill 1. Heavy Weapon.

Throw
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This weapon is made to be used as a projectile to reach enemies at a distance. This allows both to cause damage while staying out of harm's way, but also to launch offensive attacks while holding a specific location.
Technique type: Depends on weapon characteristics.
Range: Long
AP Cost: 2
Chakra Cost: n/a
Attack Formula: d20 + Level + Str Mod + 1 per 5 in Weapon Skill
Hit DC: 10 + Level + Dex Mod + Armor Bonus
Damage: Base Weapon Damage + Str Mod
Critical Hit: [Base Weapon Damage / 2] as Constitutional Damage + weapon critical hit effect.
Special Effect: Cannot be deflected or parried without specific skill.
Requirements: Compatible Weapon Skill. Projectile Weapon.
PostPosted: Wed Dec 20, 2017 5:46 pm


DUAL WIELDING


Of course, no shinobi combat would be complete without the classic double sword wielding shinobi slashing through enemies. Even though wielding two weapons is something that was seldom seen in actual battlefields, animes place significant emphasis on this combat style, making it nearly mandatory in our system.


1. Wielding an Off-Hand Weapon

Even if a shinobi is wielding two weapons, it doesn't mean they should necessarily attack with both. At any given time, they may choose to attack with their main hand weapon, off hand weapon, or both.

If attacking with their main hand weapon only, the attacker suffers no penalty.

If attacking with the off-hand weapon, reduce the attack roll (d20 only) and basic weapon damage by 50%.

Of course, while having the choice between two weapons might seem like a significant advantage, remember that having a weapon in both hands will make it impossible to weave hand seals, thus preventing the wielder from casting jutsu without first using 1 AP to sheathe the weapons. Dual wielding also prevents from using defensive ninjutsu, since the wielder does not have time to sheathe the weapons before casting defensively.


2. Dual Striking

To overwhelm an opponent, a shinobi may try to strike in quick succession with both dual-wielded weapons. The dual strike is a technique that is used in conjunction with basic techniques:

Dual-Strike
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A dual strike involves quickly attacking with one weapon from each of the wielder's hands. While this can cause confusion with the target, the fact that the full weight and focus of the attacker has to be separated in two individual strikes does make it lose some velocity and power.
Technique type: Depends on weapon characteristics.
Range: Melee
AP Cost: 2
Chakra Cost: n/a
Attack Formula: Formula of any Basic Attack Type for each attack (does not have to be the same).
Evade/Resist DC: Formula of any Evade/Resist DC for each attack.
Damage: Damage of both attacks.
Critical Hit: Critical Hit effect of each attack that critically hits.
Special Effect:
*Attacker chooses one basic attack type for each weapon (can be different).
*For main hand weapon: -5 to attack roll.
*For off-hand weapon: -10 to attack roll.
*Both attacks are considered separate attacks (for defensive purposes).
Requirements: Compatible Weapon Skill 1.

Dual striking provides advantages and disadvantages when compared to traditional single focused attacks:

Advantages:

- The fact that the attack is essentially two attacks means a defender will have to spend more AP if they wish to deflect or parry each of them.
- If weapons have beneficial characteristics, wielder has a chance to benefit from both.
- The added damage from both attacks is slightly higher that a single attack if both attacks connect.

Disadvantages:

- The attack roll is significantly affected.
- Impossibility of casting jutsus while dual wielding.

While it might not be for every shinobi or for every situation, knowing the basics of dual wielding can prove very useful should a favorable situation present itself.


3. Dual Deflecting

Just as wielding one weapon in each hand can give you an edge (pun intended) to attack a target, it can also increase a wielder's defensive capabilities if they are skilled enough.

Indeed, dual striking can be used to deflect two attacks for 2 AP, both deflections suffering the same penalties to the attack roll as the dual wield attack.

Note that it is possible to split the dual strike, one being defensive and the other being directed at the attacker.

Hoshigaki Hiru
Captain


Hoshigaki Hiru
Captain

PostPosted: Fri Feb 02, 2018 6:59 pm


WEAPON PROPERTIES



1. Weapon type

Bladed
Bladed weapons have a sharp edge made for slashing.
Effect: Weapon can be used for slashing attacks. Lethal.
Critical: On slash or swing attacks: bleed 5 HP per turn for 5 turns, sever limbs on aimed attacks.

Pointed
Weapons forged with a point are specifically meant for thrusting (stab) attacks.
Effect: Weapon can be used for stabbing attacks. Lethal.
Critical: On stab attacks: bleed 5 HP per turn for 10 turns. Fatal on aimed attacks to the heart, neck, eyes, or head.

Blunt
Weapons with a blunt edge that can be used for crushing and shattering.
Effect: Can inflict controlled damage (lethal or non-lethal).
Critical: Break limb on aimed attack (concuss if head).


2. Weapon quality

Makeshift
"Weapons" of this quality are usually not weapons to begin with. An oar from the nearby shed, a branch from that short tree, the character just picked it up because it was better than nothing at all.
Effect: Reduce base damage by 50%.

Junk
You're not sure if it exceptionally poorly made or if it spent a couple of decades exposed to the elements, but this weapon can barely be called one.
Effect: Reduce base damage by 25%.

Poor
Not terrible craftsmanship, but clearly substandard. Weight might be off, measurements might be wrong, or the handle might have some weird notch in it. Whatever it is, it was probably a failed attempt sold at a bargain price.
Effect: Reduce base damage by 10%.

Standard (default)
Adequate, up to code, call it whatever you want, this weapon meets the standard quality expected of a weapon designed for service.
Effect: None.

Superior
Obviously crafted by a gifted smith, connoisseurs will see this weapon subtly stand out from the rest for its quality.
Effect: Increase base damage by 10%.

Masterpiece
The type of work an artisan will make 1 or 2 of in their lives. These weapons are perfect in every facet, even becoming greater than the sum of its parts. A true work of art.
Effect: Increase base damage by 25%.

Legendary
These weapons are of such quality it is unlikely they were forged by mortal hands.
Effect: Increase base damage by 50%.


3. Weapon length

Short
These weapons are shorter than those normally designed for open combat. They will trade off the reach of traditional weapons in favor of easier portability and versatility.
Effect: Can be used from melee range and close range. -2 to attack rolls from close range. -2 on parry and deflection rolls.

Standard (default)
Weapons of basic length, usually just long enough to strike from outside arms reach.
Effect: Can be used from melee range.

Long
These weapons are made specifically to strike from a distance. Although this does provide a significant advantage, they are usually more troublesome to transport, usually having to be carried by hand or slung on the back, making it more cumbersome.
Effect: Can be used from melee range and medium range. -2 to attack rolls form melee range. Cannot be concealed.


4. Weapon weight

Light
Light weapons can be wielded by anyone. Their light weight makes them ideal for weapon types that do not rely on weight or power to inflict damage.
Effect: Reduce base damage by 5. Reduce penalty for dual wielding light weapons by 2.

Standard (default)
The weapons weight is what you would expect when picking a weapon made of metal. Most normal adults would have little to no problem wielding it.
Effect: None.

Heavy
Weapons that would be classified as heavy require some degree of raw physical strength to properly wield. The increased weight does, however, increase the weapon's impact strength.
Effect: Increase base damage by 5. Increase hit DC roll for all basic attacks except swing by 2. Increase penalty for dual wielding with heavy weapons by 2.

Massive
Massive weapons are so physically large that they are mostly used to crush opponents using their devastating weight. They are extremely heavy, slow and powerful.
Effect: Increase base damage by 10. Increase hit DC for this weapon by 5. Reduce value of deflect/parry checks against this weapon by 25% (added to other bonuses that may apply). Cannot be dual wielded.


5. Weapon customization

Serrated Blade
Serrated blades are made to inflict more severe injuries as the weapon perforates and exits the body. While efficient against soft tissue, these weapons tend to perform more poorly against harder materials than a clean straight blade would.
Effect: Increase bleeding duration and damage by 25%. Increase value of armor bonus by 25% against serrated weapons.

Concealed
Concealed weapons are either completely disguised or have hidden properties that prevent an opponent from efficiently anticipating an initial attack.
Effect: Reduce Hit DC of first sneak attack of a fight by 5.

Fastened
Weapons with this property are fastened to the wielder's hand, making them much harder to pry from a wielder's grip.
Effect: +10 to [Disarm] DC against this weapon. Cannot be dropped, only unequipped.

Chakra Metal
Weapons made of chakra metal are natural conduits for techniques or jutsus.
Effect: Weapon can be used as conduit for jutsus that must be cast from [Touch] range. Reduce chakra cost of techniques that are designed to be channeled through a weapon by 25%.

Spiked
Spiked weapons have tiny to large spiked scattered across its surface to inflict additional damage. Primarily found on maces and flails.
Effect: Increase [Base Damage] by 5. Weapon becomes lethal.

Flexible
Quality almost exclusively found on flails or flail-like weapons, flexible weapons are very hard to deflect as they will bend and wrap around obstacles to reach a target.
Effect: Reduce efficiency of parrys/deflections against this weapon by 25%.

Hybrid (Main/Secondary)
Hybrid weapons are designed to be used in multiple manners. Of course, when used for a function it was not initially designed for, it is slightly less efficient.
Effect: Can be used as one of two categories of weapon. When used as its secondary type, reduce [Base damage] by 5.

Hooked
Weapon has a hook or hook like appendage built into its design to latch on to weapons or shields, making them more efficient at disarming opponents.
Effect: Increase [Disarm] checks by 5.

Diamond Tipped
While extremely expensive, diamond tipped weapons have powdered diamond dust forged into their blade or point to make them sharper and more durable.
Effect: Increase [Base Damage] by 5.

Ornate
While ornate weapons don't have any added functional value and are uselessly expensive, they provide their wielder with an image of wealth and status.
Effect: Increase [Charisma] based checks by 2 (not against animals).

Segmented
Weapon is made from two or more segments attached by chain or rope.
Effect: Weapon can be used for lashing attacks (lethal or non-lethal).
PostPosted: Fri Feb 02, 2018 7:28 pm


BASIC WEAPONS



Fist Weapons

Brass Knuckles
Brass knuckles, also sometimes called knuckles, knucks, brass knucks, knucklebusters, or knuckledusters, are weapons used in hand-to-hand combat. Brass knuckles are pieces of metal shaped to fit around the knuckles. Despite their name, they are usually made of steel. Designed to preserve and concentrate a punch's force by directing it toward a harder and smaller contact area, they result in increased tissue disruption, including an increased likelihood of fracturing the victim's bones on impact. The extended and rounded palm grip also spreads across the attacker's palm the counter-force that would otherwise be absorbed primarily by the attacker's fingers, reducing the likelihood of damage to the attacker's fingers.
Damage: 20
Properties: Blunt, Sure Grip
Range: Melee
Requirements: n/a
One Handed: Fist Weapons 1
Size: 2 slots
Special: Wielder can still use fist taijutsu techniques when wielding this weapon.

Push Knives
A push knife (alternately known as a push dagger, T-handled knife or punch dagger) is a short-bladed dagger with a "T" handle designed to be grasped in the hand so that the blade protrudes from the front of one's fist, typically between the 2nd and 3rd finger.
Damage: 25
Properties: Pointed, Projectile
Range: Melee or Ranged
Requirements: n/a
Dual Wield: Fist Weapons 5
Size: 1 slots
Special: None

Aian Nakkuru
A bladed iron knuckle worn on the hand. There is also a sharp blade at the end of the tool. The weapon is very effective for individuals who prefer hand to hand combat.
Damage: 30
Properties: Bladed, Pointed, Spiked, Hybrid (Short Blades/Fist), Sure Grip
Range: Melee
Requirements: n/a
Dual Wield: Fist Weapons 5, Short Blades 5
Size: 3 slots
Special: Wielder can use fist taijutsu techniques when wielding this weapon (using fist weapon skill). Treat as Spiked only for fist attacks. Treat as a short blade for slash and stab attacks.

Tekagi
The knuckle claws are four blades connected to gloves by each knuckle.
Damage: 30
Properties: Bladed, Pointed, Sure Grip
Range: Melee
Requirements: n/a
Dual Wield: Fist Weapons 5
Size: 3 slots
Special: n/a.


Short Weapons

Aikuchi
The Aikuchi is a small dagger 1 inch smaller than a tanto that can be hidden in easily in any type of clothing. It's a favored weapon by Kunoichis.
Damage: (2 - 7) + Str. mod.
Type: Slashing or Piercing
Range: Melee.
Hardness: 20
Hp: 5
Dual Wield: Strength 5, Short Blades 10
Special: +4 to Sleight of Hand check to hide inside all type of clothing for assassination purposes. +4 to Sneak Attack when using this weapon. Causes a Bleeding Wound upon a critical hit.

Butterfly knife
A butterfly knife, also known as a fan knife or balisong, is a folding pocket knife with two handles counter-rotating around the tang such that, when closed, the blade is concealed within grooves in the handles.The butterfly knife is a weapon used mostly for stealth purposes as well as showing off. The knife's ability to close and open hiding the knife inside the handle make this 3-part weapon a great choice when fighting in close quarters. You can also perform butterfly knife tricks to impress crowds!
Damage: (2 - 6) + Str mod
Type: Slashing
Range: Melee.
Hardness: 15
Hp: 5
Dual Wield: Strength 4, Dexterity 20, Short Blades 30
Special: +6 to Sleight of Hand checks to hide on person. +6 to Sneak Attack when using this weapon. Add [Short Blade / 4] to Intimidate checks when flicking the blade around. Causes a Bleeding Wound upon a critical hit.

Kunai
The kunai is the most famous weapon in the Naruto series and a favored weapon by all ninjas. The Kunai although not designed to be a throwing weapon can be thrown with great efficiency. The kunai is a piercing weapon that can be used to stab but not to cut.
Damage: (1 - 5) + Str mod
Type: Piercing
Range: Melee or Ranged
Hardness: 15
Hp: 5
Dual Wield: Strength 5, Short Blades 15
Special: Causes a Bleeding Wound upon a critical hit. Can be used as a ranged weapon (use Dex mod instead of Str mod). Reduce dual wield penalty to damage and attack roll to 25%. Natural 19s and 20s cause critical hits.

Ninja to
The ninja to {also known as "shinobigatana"} was the sword of the ninja. It was not as well crafted as the Katana but was just as useful in combat. The ninja to is 6 inches shorter than the katana and possesses a straight blade instead of a curved one. It is the sword carried by ANBU squads.
Damage: (4 - 10) + Str mod
Type: Piercing or Slashing
Range: Melee
Hardness: 15
Hp: 10
Dual Wield: Strength 10, One Handed Blades 15
Special: ANBU sword. Causes a Bleeding Wound upon a critical hit. Reduce dual wield penalty to damage and attack roll to 30%. Natural 19s and 20s cause critical hits.

Sai
The sai's utility as a weapon is reflected in its distinctive three-pronged, trident-like shape. With skill, it can be used effectively against a long sword by trapping the sword's blade in the sai's prongs. It has been alleged that skilled users were able to snap a caught blade with a twist of the hand. There are several different ways of wielding the sai in the hands, which give it the versatility to be used both lethally and non-lethally.
Damage: (1 - 6) + Str mod
Type: Piercing
Range: Melee
Hardness: 30
Hp: 10
Dual Wield: Strength 15, One Handed Blades 15
Special: +6 bonus on disarm (including rolls to avoid these attacks) and blocking checks. Reduce dual wield penalty to damage and attack roll to 30%. Causes Bleeding upon a critical hit.


Medium Weapons

Butterfly sword
The butterfly sword is a short dāo, or single-edged blade. The blade of a butterfly sword is roughly as long as a human forearm, which allows for easy concealment inside loose sleeves or boots, and allows greater maneuverability when spinning and rotating during close-quarters fighting. Butterfly swords are usually wielded in pairs. The butterfly sword has a small crossguard to protect the hands of the wielder, similar to that of a sai, which can also be used to block or hook an opponent's weapon. Traditionally, the blade of a butterfly sword is only sharpened along half of its edge. The blade from the midpoint down is left blunt so that it can be used to deliver non-lethal strikes and to block without damaging the sharpened edge.
Damage: (3 - 9) + str. mod.
Type: Slashing
Range: Melee
Hardness: 25
Hp: 10
Dual Wield: Strength 15, One Handed Blades 15
Special: Causes a Bleeding Wound upon a critical hit. Reduce dual wield penalty to damage and attack roll to 25%.

Jitte
The jitte is a small weapon about 30 - 45cm long with a small prong sticking out from about 5cm from the handle, comparable to a police baton. It is mostly unsharpened with only a sharp pointy tip, thus it was barely ever used as an attacking weapon. Instead, its main use was to disarm the opponent by blocking with the main shaft and then catching the blade with the prong. It can also be used to break bones by catching the enemy's arm in the jitte's prong and twisting it with ease.
Damage: 1 - 4 + str. mod.
Range: Melee.
Special: +6 to disarm and grapple checks, +2 to blocking checks.
Dual Wield: Yes, -4 to attack roll.

Kama {Hand Scythe}
The kama, or Japanese hand scythe, was a weapon favored by all ninjas, a ninja on a mission could disguise himself as a farmer, work all day as one and then kill during the night with the kama he used to cut the grass on the farm. The movements of the scythe in kamajutsu are vastly different from conventional weapons and are difficult to predict for those inexperienced in the usage of the kama.
Damage: 1 - 8 + str. mod.
Range: Melee.
Special: +2 to attack roll unless against an opponent with 5 or more ranks in Ninja Weapons (Kama). Causes a Bleeding Wound upon a critical hit.
Dual Wield: Yes, -4 to attack roll. Above bonus does not stack.

Katana
The katana is the most artistic and well-crafted sword in the world. The curve of the katana's blade allows the user to draw the sword at a faster speed than any other sword created by man. The sword itself is both hard and light and can cut through almost anything with ease.
Damage: 4 - 12 + 1.5x str. mod.
Range: Melee.
Special: Always a master work item, so +2 to attack roll and damage per roll. Causes a Bleeding Wound upon a critical hit. +4 to blocking checks.
Dual Wield: Yes, -10 to attack roll. Calculate damage with 1x str mod.

Wakizashi
The katana's sister and one of the most famous weapons of the ninjas. The sword is smaller than the katana and is normally used as a piercing weapon. It is around 60cm long.
Damage: 2 - 6 + str. mod.
Range: Melee.
Special: Causes a Bleeding Wound upon a critical hit.
Dual Wield: Yes, -7 to attack roll.


Long Weapons

Nodachi
The Nodachi is a really big and long katana mostly used to deal with cavalry in open ground combat, however the sword can be also used for normal combat by skilled people.
Damage: 5 - 16 + 1.5x str. mod.
Range: Melee + 5 ft.
Special: +2 to Dodge Bonus and blocking checks. Can be used while mounted on a horse. Causes Bleeding upon a critical hit.
Dual Wield: No.

Cleaver Sword
It is broad with a fairly long hilt and has three hinges running along the blade itself that allows it to be folded in when not in use and to be unfolded in battle.
Damage: 6 - 15 + 1.5 x str. mod.
Range: Melee + 5 ft.
Special: Causes Bleeding upon a critical hit.
+2 to Block.
Dual Wield: No.


Polearms

Bo {Staff}
A Bo is normally around 2m long or at the very least 6 inches longer than the person height for purposes of attacking and maneuverability. Bo users typically spin the weapon around to distract the enemy while looking for an opening and then strike using the momentum from the spinning movements.
Damage: 1 - 8 + 1.5x str. mod.
Range: Melee + 5 ft. forward.
Special: Can be used as a defensive weapon, spinning the Bo in front of you gives you +4 in dodge bonus at the cost of your first Dice Roll in your next turn. +4 to trip and blocking checks.
Dual Wield: No.

Naginata
The naginata is a pole weapon of 10-12 ft length that was traditionally used in Japan by members of the samurai class. It consists of a wood shaft with a curved blade fashioned onto the end, and is similar to the European glaive. Usually, it also had a sword-like guard (tsuba) between the blade and shaft. Its usage relies on graceful acrobatic spins and turns to build up momentum and generate force to literally "sweep" the opponent away.
Damage: 4 - 16 + 1.5x str. mod.
Range: Melee + 10 ft.
Special: Can also be thrown with a range of 50 feet. +4 to trip and blocking checks.
Dual Wield: No.

Yari
A yari is a simple spear used by many ninjas when fighting in melee combat.
Damage: 2 - 8 + str. mod. + half str. if two handed.
Range: Melee + 10 ft.
Special: Can also be thrown with a range of 50 feet. +2 to trip checks.
Dual Wield: No.


Flails

Kusarigama
The kusarigama is the union of a normal kama with a chain on the end of the kama handle. The kusarigama is one of the hardest weapons to master and one of the most useful ones. The kama can be used to attack in close quarters while the chain, which most of the time has a small metal sphere-like tip, can be used for ranged attack, trips, immobilisation and disarming as well as creating vast numbers of opening for the user to kill with the kama's sharp edge.
Damage: 1 - 8 + 1.5x str. mod. “Kama”, 2 - 6 + 1.5x str. mod. “Chain”
Range: Melee or Ranged 30 ft.
Special: Can be used to make disarm, grapple/strangle or trip checks with a +4 bonus. Causes a Bleeding Wound upon a critical hit with the kama side.
Dual Wield: No.

Nunchaku
The nunchaku consists of two sticks connected at their ends with a short metal chain or rope. The weapon can be used to cause several damage to the opponent by hitting in multiple areas using extreme speed and skill. The nunchaku proves to be a great defensive weapon as well.
Damage: 2 - 5 + str. mod.
Range: Melee.
Special: Swinging the nunchaku around you grants you +4 Dodge Bonus at the cost of your first Dice Roll in your next turn. +4 to trip, grapple, blocking and disarm checks. Can attempt to disarm opponent while blocking his attack.
Dual Wield: Yes, -4 to attack roll.

Three Section Staff Nunchaku
A triple nunchaku made with longer and harder wooden staffs. The three sections staff can be united to be used as a bo staff as well as be separated and united in combat for different skills and attacks.
Damage: 4 - 9 + str. mod. (as nunchaku)
Range: Melee + 5 ft.
Special: Can be used as a bo staff {bo staff damage}. Swinging the nunchaku around you grants you +4 Dodge Bonus at the cost of your first Dice Roll in your next turn. +4 to trip, disarm, blocking and grapple checks, can be used as a feint weapon for Sneak Attacks.
Dual Wield: No.


War Fans

Tessen {Small war fan}
The tessen is used normally as a signal device more than a weapon and is often carried by kunoichis, the tessen can be made of wood and paper as well as iron and paper. Normally the tessen is combined with basic taijutsu and used as a parrying tool or as an implement to direct strength in a more concentrated form.
Damage: 2 - 5 + str. mod.
Range: Melee.
Special: Can be used as signal device to make innuendos along ninjas. +4 to blocking checks. +4 to Seduction or Sleight of Hand for female characters when concealing. You can also Perform to crowds with tessen tricks!
Dual Wield: Yes, -4 to attack roll.

Kyodai Sensu "Temari's Tessen"
A gigantic folding fan which can be used for offensive and defensive techniques. The fan is very useful in manipulating and projecting the air around the user.
Damage: 6 - 16 + 1.5x str. mod.
Range: Melee and Ranged.
Special: +4 to Dodge Bonus and Reflex Save. +4 to blocking checks.
Dual Wield: No.

Hoshigaki Hiru
Captain

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