Dream Park


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Martial Arts Weapons
                       RANGE: H=Hand, C=Close, M=Medium, L=Long, E=Extreme (second value if thrown)
                               ACCURACY: Bonus/penalty to Basic Skill
    DAMAGE: VL=Very Light, L=Light, S=Serious, C=Critical, D=Deadly, VD=Very Deadly, ED=Extremely Deadly,
              SD=Super Deadly, COS=Cosmic, VLpsn=Very Light Poisoned, ASE=Small Area Effect
You must have the Martial Arts Weapons Skill to use these weapons effectively.

TL2
DAM.
ACC.
RANGE
COST
Chakram
L
-1
C
3
TL3
Bo Staff
L
+0
H
4
Bokken (Wood Sword)
S
+0
H
5
Busento (Broadhead Spear)
C
+0
H
5
Gunsen (War Fan)
VLpsn
+0
H
2
Kusarigama (Axe and Chain)
S
+0
C
6
Sai (Swordcatcher)
L
+0
H
4
Shuriken (12)
VLpsn
+0
C
2
Three-Section Staff
L
+0
H
5
Tonfa
L
+0
H
3
TL4
Nunchaku
S
+0
H
4
Ninjato (Ninja Sword)
S
+0
H
5
Nekode (Cat Claws)
L
+0
H
3
Manriki-Gusari (9-Section Chain)
C
+0
C
6
TL7
Collapsible Nunchaku
C
+0
H
6
Tokushu Keibo
S
+0
H
4
TL8
Cybernetic Claws
S
+1
H
5
Poison Reservoir
-(psn)
+0
C
8
Ripsnake
C
+2
H
8
Vibroblade
C
+0
H
6
TL9
Monomolecular Blade
D
+0
H
10
Monomolecular Whip
C
+0
C
9
Monowire Garrote
C
+0
H
8
TL10
Neurolash
C
+0
C
9
Sonic Blade
VD
+0
H
35
Sonic Shuriken (6)
D
+0
C
18

EQUIPMENT  DESCRIPTIONS

TL2
Chakram............................................3
A razor-sharp, saucer-sized right of metal thrown at a target. Light damage.

TL3
Bo Staff............................................4
A man-tall bamboo staff used in martial arts disciplines. If used as primitive scuba gear, it gives a bonus of +1 to Breath Control. Light damage.

Bokken (Wooden Sword)............................................5
Hardwood katana replica used in practice. Though less dangerous, it still packs a wallop. When used 2-handed by an Ambidextrous character, it adds +1 to damage. Serious damage.

Busento (Broadhead Spear)............................................7
Spear with a broad, flat, leaf-like head. It may be used as a shovel. Critical damage.

Gunsen (War Fan)............................................2
Fan specially made of hardwood and added metal blades to provide cutting and blunt power. It may be poisoned by a character with the Poisons Skill. Very Light damage.

Kusarigama (Axe and Chain)............................................6
Length of chain with a sickle blade attached to one end. It may be used to entangle a weapon. Serious damage.

Sai (Swordcatcher)............................................4
Small, forked disarming baton with a stabbing point. It may be used to parry (using Martial Arts Weapons Skill) and then (on another roll) break a parried blade. Light damage.

Shuriken (12)............................................2
Throwing star with a varying number of blades. They may be coated with poison by a character with the Poisons Skill. Very Light damage.

Three-Section Staff............................................5
Triple nunchaku with thinner and longer sticks. May be used to entangle weapons. Light damage.

Tonfa............................................3
Short, L-shaped club, which can be used for blows, parries or blocks (+1 to parry or block if 2 Tonfa are used). Light damage.

TL4
Nunchaku............................................4
Two short, heavy wooden sticks joined by a cord or chain. Delivers tremendous clubbing power. Serious damage up to twice per turn (at -2 to Martial Arts Weapons Skill for each blow if you choose to hit twice).

Ninjato (Ninja Sword)............................................5
Similar to the Katana, but a shorter, straight blade preferred by ninja. The sheath may be used as a secret Blowpipe if you buy that piece of equipment (TL0). Serious damage.

Nekode (Cat Claws)............................................3
A pair of edged gloves. If you hit an opponent with Martial Arts Skill, you automatically get to also make a Martial Arts Weapons roll (the opponent uses the same Dodge just rolled) to cause extra damage with this weapon. Light damage.

Manriki-Gusari (9-Section Chain)............................................6
Meaning "10,000 power", like a nunchaku with a longer chain which may be used to entangle weapons. Critical damage.

TL7
Collapsible Nunchaku............................................6
20th-century stainless steel nunchaku. It may be concealed in a belt case and opened with a fling of the wrist. +1 to Holdout roll. Critical damage.

Tokoshu  Keibo............................................4
Collapsible stainless steel baton that easily fits in a pocket when closed. +1 to Holdout roll. Serious damage.

TL8
Cybernetic Claws............................................5
Cybernetic implants. Razor claws that spring out of your knuckles or fingertips (your choice). +1 to Climbing rolls. Serious damage.

Poison Reservoir............................................8
Cybernetic implant. A reservoir for contact poisons that sprays out of your mouth at opponents. Poisons must be bought independently. Up to two different poisons can be held in the reservoir. Can only be used by a Player with the Poisons skill. Note that the user is not immune to poisons, but won't take damage from spraying them.

Ripsnake............................................8
Cybernetic implant installed inside the mouth. Normally undetectable, it extends out of the body to bite or sting. The victim gets no Dodge at all if he or she was kissing or giving mouth to mouth to the user. Critical damage.

Vibroblade............................................6
Looking like a ninjato, the blade vibrates several thousand times per minute, though its movement is invisible, and you cannot tell it from a normal blade without an Awareness roll. May be used 12 times before the energy cell runs out. Critical damage.

TL9
Monomolecular Blade............................................10
Looking like a ninjato, the blade has a strand of monomolecular wire stretched around its edge. It can thus cut through nearly any material. Deadly damage.

Monomolecular Whip............................................9
The length of this whip is a monomolecular wire, able to cut through nearly any material. Critical damage.

Monowire Garrote............................................8
A garrote equipped with monomolecular wire, it's been known to take off victims' head (instead of strangling them). Critical damage.

TL10
Neurolash............................................9
A kind of electrical club, in addition to damage, the victim must roll against his or her Willpower not to be knocked out from the pain for the next turn. Critical damage.

Sonic Blade............................................35
Looking like a ninjato, this blade is actually coherent sound powerful enough to liquify tissue or tear flesh off bones. It may not be used to parry. On a damage roll of 6, if the victim is still alive, its eardrums are nevertheless busted and it is deaf. May be used 10 times before the energy cell runs out. Very Deadly damage.

Sonic Shuriken (6)............................................18
Appears to be a 3 cm plastic disc. When activated and thrown, it sprouts 6 blades of coherent sound (see Sonic Blade for effects). Each can only be thrown once, it then loses power. Deadly damage.


Dream Park TM Tower of Night Enterprises; Dream Park: The Role Playing Game TM R.Talsorian Games.