BurningTemple:Weapons
“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) |
Weapon Reference Table
| 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
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.
Jo 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.