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Weapons don’t evolve in a vacuum. They’re optimized<br />
to meet the needs of a particular place and time. A<br />
fighter normally trains to use his culture’s weapons<br />
to confront probable threats – meaning armaments<br />
common in his region and in nearby areas, especially<br />
those favored by enemy cultures. He’ll rarely have experience<br />
wielding or facing weapons from distant lands<br />
and other times, much less those from far-off planets and<br />
crosstime! The GM decides how to handle this.<br />
The simplest option is to assume that Melee Weapon<br />
skills include the ability to adapt quickly to new tools and<br />
threats. Those who know such a skill can use all of the<br />
weapons listed for it the Basic Set and <strong>Martial</strong> <strong>Arts</strong> –<br />
even completely alien ones – at no penalty. In armed<br />
clashes, the statistics and footnotes on the tables completely<br />
parameterize each weapon. To settle unlikely duels<br />
(bill vs. three-part staff, katana vs. rapier, etc.), follow the<br />
rules as written and ignore the weapons’ provenance. For<br />
instance, in an affray between a gladius-wielding Roman<br />
legionary and a 16th-century rapierist, neither is penalized<br />
for lack of knowledge of the other’s weapon.<br />
Moreover, if our legionary has a large Indian katar (wielded<br />
with Shortsword) and our rapierist has a Chinese jian<br />
(used with Rapier), neither suffers a penalty for unfamiliarity<br />
with his own weapon, either.<br />
Most martial arts are<br />
designed around their<br />
home culture’s traditional<br />
weapons, which evolve as<br />
tactics, technology, and<br />
threats spur each other on.<br />
New armaments that prove<br />
to be better than existing<br />
ones are eventually adopted,<br />
and warriors adapt old<br />
techniques to them and<br />
invent new fighting styles to<br />
exploit their strengths. Of<br />
course, martial artists have<br />
also been known to employ<br />
truly bizarre weapons for<br />
aesthetic or superstitious<br />
reasons. Modern schools<br />
frequently teach the<br />
strangest of these alongside<br />
Balisong<br />
the most practical of traditional weapons, other cultures’<br />
weapons, and modern weapons, leading to hybrids that<br />
aren’t “traditional” anywhere but at that school!<br />
Below is a glossary of melee and muscle-powered melee<br />
weapons – traditional and modern, common and unusual,<br />
generic and culturally specific. It favors weapons used by<br />
Cross-Cultural Encounters<br />
WEAPONS<br />
212 WEAPONS AND EQUIPMENT<br />
On the other hand, the detail-oriented GM is free to<br />
rule that fighting with an unfamiliar melee weapon gives<br />
-2 to skill. See Familiarity (p. B169) for details.<br />
If this is true, then it follows that fighting against an<br />
unusual weapon should also be challenging. This gives -2<br />
to skill whenever a fighter directly engages a weapon that<br />
he has neither seen before nor trained against. This penalty<br />
doesn’t affect attack rolls, but it does penalize Quick<br />
Contests (to disarm, feint, etc.) and give -1 to parry the<br />
unusual weapon. In most cases, both fighters will suffer<br />
these penalties, in which case it’s best to ignore the effect<br />
on Quick Contests (it cancels out) and keep only the -1 to<br />
parry.<br />
When using penalties for unfamiliarity, the GM<br />
decides which weapons are “familiar” and “unfamiliar” to<br />
fighters. He might use Cultural Familiarity (p. B23),<br />
boundaries on a map, or fiat. In some worlds, military<br />
and civilian weapons, the arms of different social classes,<br />
etc., might be mutually unfamiliar. Remember that this is<br />
a two-way street! You can declare that you’re from an<br />
obscure culture so that everybody has -1 to parry your<br />
cool ethnic weapons . . . but you will have -1 to parry<br />
almost everybody else’s weapons.<br />
This isn’t the same thing as familiarity with your opponent’s<br />
fighting style. For that, see Style Familiarity (p. 49).<br />
martial-arts styles in this book and definitely isn’t exhaustive.<br />
An entry in SMALL CAPS indicates a weapon that appears<br />
on the weapon tables on pp. B271-276 or pp. 226-232. The<br />
rest are functionally similar enough to one of these weapons<br />
that they can use the same statistics, even if they differ<br />
radically in appearance. For details, read the entry.<br />
Ahlspiess – Germany. A pole weapon that’s roughly equal<br />
proportions handle and long metal spike, with a rondel<br />
(round handguard) where the halves meet. Used primarily<br />
for dueling – usually in a Defensive Grip (pp. 109-<br />
111). Treat as a SPEAR (p. B273), but it can’t be thrown<br />
and is considered a solid-metal (DR 6) sword for breakage;<br />
see pp. B483-485.<br />
Arit – Indonesia. A SICKLE (p. 226).<br />
ATLATL (p. B276) – Aztec. A stick used to launch javelins. The<br />
name is Nahuatl (Aztec), but many similar weapons exist<br />
worldwide. The user fits the javelin into a notch and then<br />
launches it with a one-handed swing of the stick.<br />
AXE (p. B271) – Universal. A wedge-shaped blade on a wooden<br />
handle, for use in one hand and not balanced for<br />
throwing. It comes in many shapes and sizes, such as the<br />
SMALL AXE (p. 226), which is only slightly larger than a<br />
HATCHET (p. B271).<br />
BACKSWORD (pp. 226-227) – England. A single-edged<br />
THRUSTING BROADSWORD (p. B271) with a basket hilt.