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

Revision as of 23:52, 28 March 2026

“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

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

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

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

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)

Light Weapons

Fast, elegant, and often deceptive.

Dagger / Twin Daggers

Bonus: +1 Traits: Concealable Style: Snake, Moth, Scorpion Used for quick strikes and hidden attacks.

War Fan

Bonus: +1 Traits: Defensive, Concealable Style: Fan, Crane Elegant and deadly. Often mistaken for decoration.

Chain / Rope Dart

Bonus: +1 Traits: Flexible, Entangling Style: Snake, Mantis Difficult to master, devastating in skilled hands.

Throwing Needles

Bonus: +1 (ranged) Range: 3/6/12 Traits: Concealable Style: Moth, Snake Used for distraction, poison, or precise strikes.

Standard Weapons

The most common weapons of the martial world.

Straight Sword (Jian)

Bonus: +2 Traits: Balanced (no penalties) Style: Crane, Hundred Forms The weapon of scholars and nobles.

Curved Saber (Dao)

Bonus: +2 Traits: +1 damage on a Raise Style: Tiger, Scorpion A brutal, practical battlefield weapon.

Bo Staff

Bonus: +2 Traits: Reach +1, Defensive Style: Monkey, Crane A versatile weapon of monks and wanderers.

Spear

Bonus: +2 Traits: Reach +1 Style: Horse, Hundred Forms The king of battlefield weapons.

Tonfa / Short Batons

Bonus: +2 Traits: Defensive Style: Ox, Mantis Excellent for blocking and close combat.

Heavy Weapons

Powerful, dramatic, and often overwhelming.

Polearm / Halberd

Bonus: +3 Traits: Reach +2, Two-Handed Style: Horse, Iron Body Massive battlefield weapon with wide arcs.

Great Sword

Bonus: +3 Traits: Two-Handed, +1 damage on Raise Style: Tiger, Hundred Forms Used by warriors who favor power over speed.

Tetsubo / War Club

Bonus: +3 Traits: Two-Handed, ignores 1 point of armor Style: Ox Crude, heavy, devastating.

Flexible and Exotic Weapons

These weapons require training or special Edges.

Silk Scarf

Bonus: +1 Traits: Entangling, Concealable Style: Fan, Moth Can entangle, blind, or disarm.

Hook Swords

Bonus: +2 Traits: Entangling, Dual-wield capable Style: Scorpion Complex weapons requiring precision.

Chain Whip

Bonus: +2 Traits: Flexible, Reach +1 Style: Snake Can strike unpredictably from odd angles.

Improvised Weapons

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

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

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)

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

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

A weapon does not make a master.

But in the right hands—

—it ends the story.