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Notes:<br />
[1] A crossbow bolt costs $2.<br />
[2] Requires a Ready maneuver on<br />
the turn immediately before each<br />
attack, to work the lever. If using<br />
Malfunction (p. B279), Malf. is 14.<br />
[3] Not balanced for melee combat!<br />
Treat a small throwing knife as a small<br />
knife, a hungamunga or a large throwing<br />
knife as a large knife, and a large<br />
hungamunga as an axe, but with -2 to<br />
skill and therefore -1 to Parry (for<br />
knives, this adds to the usual -1 to<br />
Parry).<br />
[4] Plumbatae (or pila, p. 221) striking<br />
a nonmetallic shield – deliberately<br />
(see Striking at Shields, p. 112) or on a<br />
block – stick and deform, penalizing<br />
Shield skill: -1 for any at all, -2 if total<br />
projectile weight is at least half shield<br />
weight, -4 if total weight equals or<br />
exceeds shield weight. Removing each<br />
dart requires a Ready and a ST roll at<br />
a penalty equal to its damage roll.<br />
Special Arrows<br />
Practitioners of Kyujutsu (pp. 179-180) – and many other archers – will be<br />
familiar with these special arrowheads as well as with regular and bodkin<br />
points (p. B277):<br />
Barbed: Yanking out a barbed arrow inflicts half the injury it delivered<br />
going in. No effect on cost or weight (most war arrows are barbed by default).<br />
Blunt: Converts damage to crushing. Used for training or for hunting fowl.<br />
Half cost, normal weight.<br />
Bowel Raker: Converts damage to cutting. Gives -1 to Acc and subtracts 5<br />
from both Range multipliers; e.g., ¥15/¥20 becomes ¥10/¥15. Yanking it out<br />
inflicts half the injury it delivered going in. No effect on cost or weight.<br />
Frog Crotch: Has a C-, U-, or Y-shaped head sharpened on the inside of the<br />
curve. Used against limbs, and to cut ropes or (in heroic stories) bowstrings.<br />
Converts damage to cutting. No effect on other statistics.<br />
Humming Bulb: Has a hollow, fluted tip that whistles in flight. Used to signal<br />
or to flush game. Some of these heads can carry a tiny payload – often an<br />
oil-soaked rag. Gives -1 to Acc and subtracts 5 from both range multipliers.<br />
Damage becomes crushing with an armor divisor of (0.5). No effect on cost or<br />
weight.<br />
Willow Leaf: Converts damage to cutting. No effect on other statistics.<br />
TRAINING EQUIPMENT<br />
For some people, “martial-arts school” conjures up<br />
images of wooden dummies and makiwara, racks of<br />
weapons, and walls covered in yin-yang symbols and pictures<br />
of the founder. Others imagine a dimly lit gym with<br />
battered heavy bags, weight benches, and dangling speed<br />
bags arranged around a ring or a cage. A martial-arts school<br />
might look like that . . . or an ordinary hardwood gym<br />
strewn with wrestling mats . . . or a shallow dirt pit . . . or a<br />
clearing in the woods!<br />
A properly designed training environment with good<br />
equipment helps students hone their skills. It makes more<br />
challenging exercises possible and minimizes the likelihood<br />
of unpleasant consequences. The wrong environment can<br />
make practice impossible (try doing acrobatic kung fu<br />
moves in a tiny room) or painful (like a hardwood floor<br />
you’re going to hit a hundred times while perfecting a technique).<br />
Equally important is how the school trains. Some<br />
schools frown upon sparring but let students use bags and<br />
mitts to practice strikes. Others go further and emphasize<br />
kata and choreographed partner drills over throwing fullpowered<br />
blows. Still others encourage students to pound on<br />
each other in minimal gear – “Only bleeding in training lets<br />
you avoid bleeding in combat.” Most artistic styles avoid<br />
contact and sparring, while combat styles employ such<br />
methods extensively or exclusively; either way, the equipment<br />
must support the training.<br />
Training Equipment Quality<br />
A flimsy heavy bag or fragile muk yang jong will soon<br />
break, while rusty swords and snapped-off broom handles<br />
232 WEAPONS AND EQUIPMENT<br />
are unsafe practice weapons at best. High-quality gear costs<br />
more but is better in every way. In particular, good equipment<br />
– or a good variety of it – gives a bonus to success rolls<br />
for teaching and learning the martial arts, including those<br />
for The Training Sequence (p. 147).<br />
The bonuses for training equipment correspond to those<br />
under Equipment Modifiers (p. B345), but individual item<br />
quality (e.g., a fine-quality heavy bag) isn’t usually what’s<br />
important. Instead, look at the gear’s total cost – whether<br />
that buys a few high-quality pieces of equipment, an eclectic<br />
collection of oddball paraphernalia, or a whole lot of<br />
nearly expendable items. The bigger the cash outlay, the better<br />
the bonus.<br />
Below are some guidelines. The GM should be flexible in<br />
allowing substitutions; not all styles train alike. This is especially<br />
true in historical and cinematic games. Generally, an<br />
improvised weapon can substitute for a real one in training,<br />
and unarmed martial artists should never suffer penalties<br />
for poor or missing equipment – the human body and a<br />
source of martial knowledge are all they need!<br />
Basic Equipment (+0): At least $500 for a modest open<br />
space (e.g., a bedroom with the furniture pushed out of the<br />
way) with a mat or other smooth surface; a heavy bag, makiwara,<br />
or dummy; wraps and gloves – or a practice weapon<br />
and protective gear, for weapon arts; a man-sized mirror;<br />
and appropriate clothing.<br />
Good Equipment (+1): At least $2,500 on better “basic”<br />
items – e.g., a larger space; wall-to-wall, floor-to-ceiling mirrors;<br />
or extra bags, makiwara, or dummies – and any of the<br />
specific items on pp. 233-234.