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BurningTemple:Weapons

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Five Fists of the Burning Temple
Five Fists of the Burning Temple


“A sword is not a weapon. It is a question. The answer is written in blood.”

— Master Jian of the Falling Petal School

Weapons of the Martial World

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In Five Fists of the Burning Temple, weapons are not replacements for skill—they are extensions of it.

A true master does not rely on the blade. But when they draw it, the world remembers.

Weapons enhance your martial arts, adding reach, control, and lethality. They do not replace your base damage—they build upon it.

This system replaces the weapon damage system used in regular SWADE.

Weapon Philosophy

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All weapons follow three guiding principles:

  • They enhance, not replace, your martial arts
  • They add flat bonuses instead of new damage dice
  • They express style as much as function

Your base damage comes from your Martial Arts skill. Weapons add to that damage.

Weapon Damage Model

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Weapon Category Damage Bonus Notes
Light Weapons +1 Fast, flexible, concealable
Standard Weapons +2 Balanced, versatile, most common
Heavy Weapons +3 Powerful, slower, often two-handed

Example: A martial artist with Str + d8 unarmed damage using a saber (+2) deals:

Str + d8 + 2

Weapon Traits

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Weapons may also grant special traits:

Trait Effect
Reach +1 Can attack from 1" further away
Defensive +1 Parry when wielded
Entangling +1 to Grapple or Disarm attempts
Concealable +1 to Stealth rolls to hide weapon
Two-Handed Cannot be used with a second weapon
Flexible Ignores some Parry bonuses (GM discretion)

Weapon Reference Table

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Weapon Category Bonus Traits Favored Styles
Dagger / Twin Daggers Light +1 Concealable Snake, Moth, Scorpion
War Fan Light +1 Defensive, Concealable Fan, Crane
Chain / Rope Dart Light +1 Flexible, Entangling Snake, Mantis
Throwing Needles Light (Ranged) +1 Concealable, Range 3/6/12 Moth, Snake
Straight Sword (Jian) Standard +2 Balanced Crane, Hundred Forms
Curved Saber (Dao) Standard +2 +1 damage on Raise Tiger, Scorpion
Jo Staff Standard +2 Reach +1, Defensive Monkey, Crane
Spear Standard +2 Reach +1 Horse, Hundred Forms
Tonfa / Short Batons Standard +2 Defensive Ox, Mantis
Polearm / Halberd Heavy +3 Reach +2, Two-Handed Horse, Iron Body
Great Sword Heavy +3 Two-Handed, +1 damage on Raise Tiger, Hundred Forms
Tetsubo / War Club Heavy +3 Two-Handed, ignores 1 Armor Ox
Silk Scarf Exotic +1 Entangling, Concealable Fan, Moth
Hook Swords Exotic +2 Entangling, Dual-wield capable Scorpion
Chain Whip Exotic +2 Flexible, Reach +1 Snake

Weapons are explained in more detail below.

Light Weapons

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Fast, elegant, and often deceptive.

Dagger / Twin Daggers

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Bonus: +1

Traits: Concealable

Style: Snake, Moth, Scorpion Used for quick strikes and hidden attacks.

War Fan

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Bonus: +1

Traits: Defensive, Concealable

Style: Fan, Crane

Elegant and deadly. Often mistaken for decoration.

Chain / Rope Dart

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Bonus: +1

Traits: Flexible, Entangling

Style: Snake, Mantis

Difficult to master, devastating in skilled hands.

Throwing Needles

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Bonus: +1 (ranged)

Range: 3/6/12

Traits: Concealable

Style: Moth, Snake

Used for distraction, poison, or precise strikes.

Standard Weapons

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The most common weapons of the martial world.

Straight Sword (Jian)

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Bonus: +2

Traits: Balanced (no penalties)

Style: Crane, Hundred Forms

The weapon of scholars and nobles.

Curved Saber (Dao)

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Bonus: +2

Traits: +1 damage on a Raise

Style: Tiger, Scorpion

A brutal, practical battlefield weapon.

Jo Staff

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Bonus: +2

Traits: Reach +1, Defensive

Style: Monkey, Crane

A versatile weapon of monks and wanderers.

Spear

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Bonus: +2

Traits: Reach +1

Style: Horse, Hundred Forms

The king of battlefield weapons.

Tonfa / Short Batons

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Bonus: +2

Traits: Defensive

Style: Ox, Mantis

Excellent for blocking and close combat.

Heavy Weapons

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Powerful, dramatic, and often overwhelming.

Polearm / Halberd

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Bonus: +3

Traits: Reach +2, Two-Handed ' Style:' Horse, Iron Body

Massive battlefield weapon with wide arcs.

Great Sword

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Bonus: +3

Traits: Two-Handed, +1 damage on Raise

Style: Tiger, Hundred Forms

Used by warriors who favor power over speed.

Tetsubo / War Club

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Bonus: +3

Traits: Two-Handed, ignores 1 point of armor

Style: Ox

Crude, heavy, devastating.

Flexible and Exotic Weapons

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These weapons require training or special Edges.

Silk Scarf

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Bonus: +1

Traits: Entangling, Concealable

Style: Fan, Moth

Can entangle, blind, or disarm.

Hook Swords

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Bonus: +2

Traits: Entangling, Dual-wield capable

Style: Scorpion

Complex weapons requiring precision.

Chain Whip

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Bonus: +2

Traits: Flexible, Reach +1

Style: Snake

Can strike unpredictably from odd angles.

Improvised Weapons

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In the martial world, everything is a weapon.

Object Bonus Notes
Chair +1 Breaks on a Raise
Bottle +1 May cause Distracted on hit
Tray +0 Can be used defensively
Ladder +2 Awkward, but powerful
Cooking pot +1 Can blind with a Trick

Using improvised weapons:

  • –1 to hit unless using a Trick
  • Gain +1 if used creatively
  • Gain +2 if it makes everyone laugh

Dual Wielding

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Characters may wield two light or standard weapons:

  • Use standard SWADE off-hand penalties
  • Some styles (Monkey, Mantis, Scorpion) specialize in dual weapons
  • Hook swords and daggers are especially suited to this

Weapon and Style Synergy

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Using a weapon favored by your style grants:

  • +1 to a single attack roll per round

This represents harmony between weapon and technique.

Weapon Breakage (Optional Rule)

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On a Critical Failure:

  • Light weapon: breaks immediately
  • Standard weapon: breaks on second failure
  • Heavy weapon: becomes unwieldy (–2 to hit) until repaired

This rule emphasizes cinematic destruction and shifting combat conditions.

Legendary Weapons

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Some weapons are more than steel—they are stories.

Legendary weapons may:

  • Grant additional Edges
  • Unlock hidden techniques
  • Require Honor thresholds to wield
  • Refuse unworthy users

These are detailed further on Burning Temple Legendary Relics.

Final Word

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A weapon does not make a master.

But in the right hands—

—it ends the story.