Daisho Reference Sheet V2
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Weapon Group Feats for Pathfinder: Class: Weapon Group Proficiencies
Weapon Group Feats for Pathfinder: Class: Weapon Group Proficiencies at 1st Level: Alchemist Basic weapons, Natural, Crossbows, any other 1 Barbarian Basic weapons, Natural, any other 4 Bard Basic weapons, Natural, any other 3 Cavalier Basic weapons, Natural, Spears, any other 3 Cleric Basic weapons, Natural, deity’s weapon group, any other 2(3 groups if not following a deity) Druid Basic weapons, Natural, druid weapons, any other 1 Fighter Basic weapons, Natural, any other 5 Gunslinger Basic weapons, Natural, firearms, any other 3 Monk Basic weapons, and all monk weapons Inquisitor Basic weapons, Natural, deity’s weapon group, Bows or Crossbows, any other 3 (4 groups if not following a deity) Magus Basic weapons, Natural, any other 4 Oracle Basic weapons, Natural, any other 1 (+3 if taking Skill at Arms) Paladin/AntiPaladin Basic weapons, Natural, any other 4 Ranger Basic weapons, Natural, any other 4 Rogue Basic weapons, Natural, any other 3 Sorcerer Basic weapons, Natural, spears, crossbows , any other 1 Summoner Basic weapons, Natural, spears, crossbows , any other 1 Witch Basic weapons, Natural, spears, crossbows , any other 1 Wizard Basic weapons, Natural, spears, crossbows This system doesn’t change Racial Weapon Familiarity. Weapon Group Name: Weapons In Group: Axes bardiche, battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, hooked axe, knuckle axe, light pick, mattock, orc double axe, pata, and throwing axe Basic club, dagger, quarterstaff, and sling Blades, Heavy bastard sword, chakram, double chicken saber, double -
Illusionists: Illusionists Are a Special Class of Magic Light
WARLOCK Rules for the Universe of 1999-2000 Credits Original Rules Robert Cowan; Basic Combat System Dave Clark; Basic Magic System Kenneth M. Dahl; Basic Clerical System Mike Lowry and Pat Shea; Thievish Rules Nick Smith; Other Systems and Rules Previous Version Bart Hibbs Current Version Mike Riley; Editor who actually do things in the world of your referee, but the Introduction players control them. We suggest you have only a small Several years ago, the first copies of a new game called number of player characters per player. In our games we Dungeons and Dragons appeared on the market. Fantasy allow any player to involve any 2 of his characters in any fans and gamers in general were enthralled at the one adventure or expedition. Whether these player possibilities. Most of them became hooked on the game, due characters are Fighters or Elves, Clerics or Dwarves, to its unusual and imaginative nature. You could actually do remember that in their own world, they are people, and treat unusual things: slay dragons, rescue the downtrodden, and them accordingly. just grab loot. Characteristics: There are eight things that are When our group first started playing the game, our determined for each character at his or her creation: overall reaction was that it had great ideas, "but“but maybe Strength, Intelligence, Wisdom, Constitution, Dexterity, we should change the combat system, clarify the Magic, and Agility, Charisma, and Size. These are called redo the monsters".monsters”. Warlock is not intended to ‘characteristics’. See the rules on ‘Creating Player replace D&D, and, indeed would not exist without that Characters’ for more. -
Manual Text LAWRENCE SCHICK LAWRENCE SCHICK Artistic Director with SANDY PETERSEN MICHAEL HAIRE Manual Editor Lead Programmer JEFFERY L
SWORD OF THE SAMURAI Computer Game MICROPROSE SOFTWARE INC. 180 Lakefront Drive, Hunt Valley, MD 2 1030 (410) 771-I 151 All rights reserved Copyright 0 I989 by MicroProse Software, inc. This bk may not be reproduced in whole or in part by any means without permission, except the quotation of brief passages for reviews. PRINTING HISTORY First printing 1989 Printing: 9 8 7 6 5 4 3 2 1 Sword of the Samurai is MicroProse Software’s trademark for its computer game of feudal Japan. SWORD OF THE SAMURAI Game Design/Project Leader Manual Text LAWRENCE SCHICK LAWRENCE SCHICK Artistic Director with SANDY PETERSEN MICHAEL HAIRE Manual Editor Lead Programmer JEFFERY L. BRIGGS JIM SYNOSKI Print Media Director Role-Playing Program IRIS IDOKOCI JIM SYNOSKI Full-Page Illustrations with SID MEIER RONNIE ORDANZA and MARCELL CIOLA Melee Program Spot Illustrations JOHN KENNEDY OSCAR RATTI* Battle Program Layout DAVID McKlBBlN MICHAEL HAIRE and MURRAY TAYLOR with DAN CHANG Paper Map Graphics Duel Program MARCELL CIOLA SID MEIER MURRAY TAYLOR and MICHAEL REIS Music and Sound Quality Assurance KEN LAGACE and JIM McCONKEY ALAN ROIREAU, CHRIS TAORMINO, Music by JEFFERY L. BRIGGS and RUSS COONEY Computer Graphics Packaging Design MICHAEL HAIRE MARK CIOLA and JOHN EMORY with JACKIE ROSS Type Fonts by BARBARA BENTS *(from Secrets of the Samurai by Oscar Ratti and Adele Westbrook; used by permission of the publisher, the Charles E. Tuttle Company, Inc.) CONTENTS INTRODUCTION THE LIFE OF A SAMURAI General Overview: Another Time, Another Culture 3 Quickstart: On the -
History of the M Anrikigusari and Masaki-Ryu
SPIKE and CHAIN Japanese Fighting Arts by Charles V. Gruzanski CHARLES E. TUTTLE CO.: PUBLISHERS Rutland, Vermont & Tokyo, Japan Represen I a I i ves Continental Europe: BoxERBOOKS, INc., Zurich British Isles: PRENTICE-HALL iNTERNATIONAL, INC., London Australasia: PAUL FLESCH & Co., PTY. LTD., Melbourne Canada: m.g. hurtig ltd., Edmonton This book is dedicated to YUMIO NAWA, Master of Masaki-Ryu, Shuriken-Jutsu, Toda-Ryu, Kusarigama-Jutsu, Jutte-Jutsu, and Edomachikata Torinawa-Jutsu. Without his instruction and generosity this work could not have been possible. Published by the Charles E. Tuttle Company, Inc. of Rutland, Vermont & Tokyo, Japan with editorial offices at Suido 1-chome, 2-6, Bunkyo-ku, Tokyo Copyright in Japan, 1968 by Charles E. Tuttle Co., Inc. All rights reserved Library of Congress Catalog Card No. 68-/50/9 First printing, 1968 Neither the author nor the publisher accepts or assumes any responsibility or liability for any personal injuries sustained by anyone as a result of the use or practice of any of the instructions contained in this volume. PRINTED IN JAPAN Table of Contents LIST OF ILLUSTRATIONS . .. II ACKNOWLEDGMENTS ..................................... .... 17 PREFACE ......................................................... 19 INTRODUCTION ......................................... ....... .. 21 THE SAMURAI C REED .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 23 PART I MASAKI-RYU History of the Manrikigusari and Masaki-ryu 27 The Beginning Development of the Art Other Schools of the Manrikigusari Special Characteristics of the Manrikigusari ......... 31 General Features Advantages to Using the Manrikigusari Practice Unique Features Techniques for Using the Manrikigusari ............ 35 Proper Grip Manipulation Kamae (Preparatory Positions) Goho-no-kamae 36 • Jssei-no-kamae 39 • Tenchi-no-kamae 40 • Shumoku-no- kamae 41 • Jppu-no-kamae 42 7 The Transition . -
Old World Armoury.Pdf
FANTASY FLIGHT GAMES 1975 West County Road B2 Roseville, MN 55113 USA No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form by any means, electronic, mechanical, photocopying, recording or otherwise without the prior permission of the publishers. Warhammer Fantasy Roleplay © Games Workshop Limited 2005. This edition © Games Workshop Limited 2009. Games Workshop, Warhammer, Warhammer Fantasy Roleplay, the foregoing marks’ respective logos and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer World and Warhammer Fantasy Roleplay game setting are either ®, TM and/or © Games Workshop Ltd 2000-2009, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. Fantasy Flight Games and the FFG logo are trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners. For more information about the Warhammer Fantasy Roleplay line, free downloads, answers to rules questions, or to participate in the online community, visit us online at: www.FantasyFlightGames.com Credits TM MILITARIA & MISCELLANIA Design and Writing: Robert J. Schwalb Additional Material: Kate Flack and Rick Priestly Development: Chris Pramas Editing: Kara Hamilton Graphic Design and Art Direction: Hal Mangold Cover Art: Dave Gallagher WFRP Logo: Darius Hinks Interior Art: Toren “Macbin” Atkinson, John Blanche, Alex Boyd, Paul Dainton, Dave Gallagher, John Gravate, Kennon James, Naula Kinrade, Eric Lofgren, Pat Loboyko, Britt Martin, Val Mayerik, Michael Phillippi, Eric Polak, Scott Purdy, Rock Sardinha, Adrian Smith, Steve Tappin, Franz Vohwinkel, and John Wigley WFRP Development Manager: Kate Flack Project Manager: Ewan Lamont Head of Black Industries: Simon Butler A Black Industries Publication © Copyright Games Workshop Limited 2005. -
Dungeons & Dragons 3.5 Edition Index
Dungeons & Dragons 3.5 Edition Index – Equipment http://www.crystalkeep.com/d20 Collected by Chet Erez ([email protected]) Report Suggestions or Errors at http://www.crystalkeep.com/forum/index.php April 14, 2006 Table of Contents Armors & Shields.....................................................................2 Weapons Errata......................................................................20 Light Armor ........................................................................2 Weapon Features...............................................................20 Medium Armor....................................................................3 Resizing Weapons.............................................................21 Heavy Armor.......................................................................4 Weapon Equivalencies......................................................21 Shields.................................................................................5 Superior Equipment ...............................................................22 Options................................................................................6 Alchemy Items ..................................................................22 Melee Weapons........................................................................7 Superior Materials.............................................................26 Unarmed Melee Weapons ...................................................7 Other Items........................................................................26 -
The Quarter-Staff After Joseph Swetnam, 1617
The Quarter-staff after Joseph Swetnam, 1617 This work is licensed under a Creative Commons Attribution-NonCommercial 3.0 Unported License. Note: the following is based on a transcript of Joseph Swetnam’s ‘The Schoole of the Noble and Worthy Science of Defence’ hosted at www.thearma.org. Some spelling has been modernised and minor edits made for readability. Any errors are entirely my own - William Carew, November 2012. Introductory remarks The first chapter shows what weapons are chiefly to be learned, with many other principal notes worthy of observation. Because old weapons lie rusty in a corner, and every man desires the newest fashion of weapons, especially if they seem to be more danger to the enemy than the old, therefore it is my intention and purpose at this time to express and set down both the true and false play principally of the rapier and dagger, and staff, for I hold that the skill of these two weapons are chiefly and necessary of every man to be learned, for to have the use of a rapier to ride with, and staff to walk on foot with, for those whom have the skill of these two weapons may safely encounter against any man having any other weapon whatsoever, as hereafter you shall be sufficiently satisfied... The Quarter-staff Keep the point of your staff right in your enemy’s face, holding one hand at the very butt end of the staff, and the other a foot and a half distant, looking over your staff with both your eyes and your feet at one and a half distance apart, or thereabouts, according to this picture, always standing cross with your enemy, I mean, if his right hand and foot be foremost, let yours be so likewise, and if his left hand and foot be foremost, then make you your change and cross with him also. -
11101.0 Money 1102.0 Goods, Services and Equipment 53
11101.0 MONEY 1102.0 GOODS, SERVICES AND EQUIPMENT Nippon's economy is based on the rice crop. All finances are counted in terms of the "Koku," a measure of rice sufficient to feed While adventuring through Nippon, the characters will find one man for one year (at a subsistence level). This is about 5 bushels themselves in need of various goods, equipment and services from in Western measurement. time to time. The availability of such things will depend on the location. The exact availability and price may be decided arbitrarily Currency is in copper or bronze, silver, and gold. Gold is rarely by the Gamesmaster, or he may use the suggested base prices given seen outside of the coffers of Daimyo, and even they usually conduct here and determine availability and price modification using the their business in silver. Values of this coinage have shifted over the chart below. centuries, and there is no fixed way to set up a "historical" currency in the game. The following system is used to impose a uniform value To use the chart, cross-index the type of location in which the on currency in the campaign: characters find themselves with the class of goods desired. The A copper coin is the basic unit of money. We will refer to coppers, chart will yield two numbers. The first is the percentage chance of or copper pieces, in talking about them. A copper represents the cost finding the desired goods. The second is the percentage of the base of a bowl of rice and a cup of cha (tea), which is viewed as the bare price that is being asked for the goods. -
Martial Arts of the Middle Age
IQP JLS-0072 Martial Arts of the Middle Age Interactive Qualifying Project Report Submitted to the Faculty of the Worcester Polytechnic Institute, Worcester, MA in partial fulfillment of the requirements for graduation by Andrew Aveyard ___________________ Jason Cardwell ___________________ Brad Davison ___________________ Daniel Haggerty ___________________ May 6, 2014 _______________________________ Professor Jeffrey L. Forgeng, Advisor 1 Table of Contents Table of Contents .......................................................................................................................................... 1 Abstract ......................................................................................................................................................... 4 Introduction .................................................................................................................................................. 5 History of European Martial Arts ................................................................................................................ 10 Medieval Time Period ............................................................................................................................. 10 Environment of the Medieval Age ...................................................................................................... 10 Knightly Combat .................................................................................................................................. 12 Masters and their Manuscripts -
5E Weapons Revised
20/04/2019 The Homebrewery - NaturalCrit 5e Weapons Revised ver 1.1 More options for martials By anon https://homebrewery.naturalcrit.com/print/SyHS5-yd9E?dialog=true 1/12 20/04/2019 The Homebrewery - NaturalCrit Why make this? I had nothing better to do and I actually have fun making this Common Criticism kind of stuff. Physical damage type means nothing I know that type of physical damage means jackshit in 5e and What's the point? from a certain point most monsters have the standart resistant To have a full complete weapon list that not only has almost to everything but magic. Sadly, that's a problem in the system every single weapon possible, but is made in a way so every separated to the Weapon Table. I can only do so much. single one is unique enough so you can justify using it. While some are still better than others, I tried my best and I'm always open to (explained) suggestions. Money is Worthless I also know value of things, outside of starting treasure, is This is too much/too slow. The meaningless. But just as damage types meaning nothing, this points of 5e is simplicity is a problem separated from the Weapon Table. Click Here Contents Complete Weapons Table This is the long and most complete table with all the simple and martial weapons. Almost every weapon that isn't crazy can be found here. → Tables • Simple Weapons (Page 3) • Martial Weapons (Page 4) • Ammunitions (Page 5) → New Weapon Properties (Page 5) → Weapon Descriptions (Page 6-7) Exotic Weapons Table The second table, which has stupid weapons with retarded rolls for fun. -
Oriental Adventures Weapon Compendium
Oriental Weapon Compendium JRR/Rev.A Type: Piercing (P), Slashing (S), Bludgeoning (B) Sourcebooks: Rokugan Campaign Setting (RCS), Complete Exotic Arms Guide (CEA), Oriental Adventures (OA), Way of the Ninja (WotN) Monk weapon: monks fight with their unarmed combat base attack bonus, number of attacks per round and modifiers Ninja weapon: ninjas are proficient in its use Cost Damage Critical Range Weight Type Short Description Monk Ninja Sourcebooks (M) (ft.) (lb.) RCS CEA OA WotN Simple Weapons - Melee Light Aiguchi 2 gp 1d4 19-20/x2 - 1 P Knife with no guard, easy to conceal x Jitte 10 sp 1d4 x2 - 2 B Short blunt knife with single prong (+2 to disarm) x x x x Kama 6 sp 1d6 x2 - 2 S Curve blade with short handle x x x Nunchaku 6 sp 1d6 x3 - 2 B Two short sticks bound by chain x x x Sai 10 sp 1d4 x2 - 2 B Short blunt knife with two prongs (+4 to disarm) x x x x Shobo 6 sp * * - 1/2 B Short iron cylinder with ring used as knuckles (+2 unarmed damage) x x Tanto 3 gp 1d4 19-20/x2 - 1 P Basic knife xxx One-handed Jo - 1d6 x3 - 2 B Small version of quarterstaff xx Nage-yari 3 gp 1d6 x2 20 3 P Short spear or javelin xx Tonfa 10 sp 1d6 x2 - 2 B Short square wooden pole with handle x x x Two-handed Bo - 1d6/1d6 x2 - 4 B Simple quarterstaff xxx Kumade 5 gp 1d6 x3 - 5 P Rake, long handle with barbed end (reach, +2 to climb) x Yari 5 gp 1d8 x3 - 5 P Simple spear (reach, can be readied) x x Martial Weapons - Melee Light Flute knife 6 sp 1d4 x2 10 1 P Short staff or flute with thin dagger inside (+1 dam. -
Samurai Girl and Jack's Best Friend
masamoto Jack Akiko Swordmaster and founder of Niten Ichi Ryu school The fi rst foreign samurai Samurai girl and Jack’s best friend Fighting Skill 90 Fighting Skill 72 Fighting Skill 74 Strike Force 74 Strike Force 65 Strike Force 50 Zen Strength 55 Zen Strength 55 Zen Strength 63 Secret Technique Flint and Spark Strike 68 Secret Technique Butterfl y Kick 92 Secret Technique Double Flying Kick 76 Weapon Daisho 80 Weapon Shizu Blade 88 Weapon Yumi Bow 70 Bushido 85 Bushido 75 Bushido 70 1 2 3 SENSEI YAMADA Take the Ninja Dragon Eye Challenge! How to Play Any number of people can play. Shuffl e the cards, then deal them out face down. Hold your cards so that you can only see the top card. 1. The youngest player starts 4. If there is a draw then all by choosing a skill and the cards are placed in the reading the score (e.g. middle and the same player Weapon 80). The other chooses again from the players then read out their next card. The winner of scores. that turn takes the cards in 2. The player with the highest the middle as well. score wins and places all 5. The person with all the cards Dokugan Ryu, one-eyed ninja the top cards including at the end is the winner! Master of Zen and Esoteric Arts their own on the bottom of and Jack’s sworn enemy their pile. Fighting Skill 65 3. The winning player then Fighting Skill 85 chooses a skill from the Strike Force 23 next card.