KUSARIGAMA MASTER
A weapon with a haft, hook, blade, and chain, all the fun tools a martial
artist needs to have fun in a fight. The kusarigama consists of a Kama
at one end with a length of chain tipped by a spike at the other end.
You can use the chain to bind people, the kama to slash people, or the
kama thrown out to the length of the chain for all kinds of nifty effects.
No wonder warriors frequently look to the east for their inspiration and
tools. Like many of the weapon masters the kusarigama master tends
to favor acrobatic maneuvers.
Kusarigama Masters add 2% per rank on to their base chance. They add +1 damage at ranks 3, 6 and
9.  Kusarigama Masters must be full rank in kusarigama before they may choose this skill. They may
choose one of the following abilities at rank 1, 3, 5, 7, 9 and 10.

Chain entangle: You may use the chain to wrap around the arm or limb of an opponent. The entangled
creature can move at only half speed and cannot charge or run. If you maintain your hold on the weapon
the victim must roll under 2 X PS in order to move more than 5 feet from you. You may still attack with the
bladed end at -15% to hit. Your opponent may not attack you with the entangled arm or limb unless they
untangle which requires a pass.

Double blow: With this two step hit you throw the blade past the opponent for a near graze, doing ½
damage and then suddenly pull it back for 50% more damage. You must succeed with the near hit in
order for the second hit to occur.

Grab and spike: With this combination you grab the target with the chain portion of the kusarigama
(entangling your opponent) , then pull him in close to set up a strike with the kama portion of the weapon
doing +3 damage.

Pass and strike: With this attack you whip the head of your kusarigama past your target, intentionally
missing them. You then rapidly pull the head back, effectively striking the target from the opposite side.
You first hit does no damage, but your second hit only subtracts the AG of your opponent because of the
element of surprise.

Ranged Retrieval: People drop all kinds of useful items on the battlefield. With this action you can toss
the kama portion of the kusarigama at an object, hook it, then retrieve it. All you have to do it hit the
object. The GM will determine any modifiers to retrieve.

Scorpion strike: You fire the chain portion of your weapon out behind you in an arc, then lift it over your
head, striking like a scorpion’s tail. -20% to hit but double damage.

Strike and trip: With this combination you attack one person with your kama and trip a second person
using the chain portion of the kusarigama. This attack allows you to split your attacks between two
different opponents.

Swing: To perform this two step combination you first make a standard attack to fix the weapon in place,
typically you choose a location about eight feet away along the ground and about eight feet above your
head. This requires a standard attack check but the difficulty may be modified upward for bad terrain; a
good rule of thumb is to treat stone walls as DC 15 and very smooth surfaces as DC 20. Remember that
the character is just looking for a protrusion. You then use the second attack of the combination to swing
15 feet.

Swing Attack:  This maneuver only works against a creature 2 or more size categories larger than you;
for a Medium-size character that means you may only use this against a Huge creature. The first step in
this two step combination requires a standard attack at a -10% penalty. You plant the weapon high up on
the target. With your second attack you then swing around the target, binding them with the chain; this
requires a successful agility check (3 x AG). This fixes you to the victim and entangles him. You may then
“ride” the target for as long as you like. While riding the target this way you receive a +20% to defense
(since you’re so hard to reach). The victim can attempt to shake you off with an opposed Dexterity check
(2 X MD). The victim may also try to escape the entangle by making a Strength check to break the chain
(PS X 1) While riding the victim you may pull on the chain to embed the weapon further into the target.
This requires the equivalent of a successful attack against the target and, if successful, causes normal
damage (kama damage for a kusarigama); this cannot score a critical hit though. While riding the target
you must roll under 3 X AG each round to maintain the hold.

Wrap around cut: The first step of the combination requires that you succeed in entangling the victim
with your kama. To do this make a normal attack; but does not cause any damage yet. If the initial attack
succeeds you then make a Strength check opposed by the target’s Strength (Your PS – their PS X 5) with
your second attack. If this also succeeds you cause double normal damage as you spin the blade off your
target; if the first attack scored a grievous or endurance triple the damage instead of tripling it.

Extra Attack: You may make an additional attack with your weapon.