WEAPONS-ENTANGLING
WEAPON
Weight
PS
MD
%
Damage
Range
Class
Use
Cost
Max
Rank
A
Chain & dagger (2)
4
14
16
40
2
2
AC
RM
25
10
B
Spiked Chain
15
20
16
55
7
3
CB
RM
25
8
C
Chained axe
15
20
16
55
5
2
B
RM
30
8
D
Double-chained axe
20
22
18
55
8
-
B
M
40
8
E
Dagger-whip
4
12
18
45
D
3
A
RM
5
8
F
Garotte
1
12
15
40
3
-
-
C
3
8
G
Kusarigama
4
12
22
55
4
2
BC
RM
50
10
H
Sap
1
9
11
40
1
-
C
MC
2
8
 
Hands
-
15
-
2XMD
-3
-
C
MC
-
10
 
Shield
V
-
-
40
-2
-
C
M
V
4
 
Rock
V
-
-
40
v
8
C
RMC
15
8
Garotte: The garotte is used to strangle man-sized or smaller opponents.  If used by a trained assassin once a hit has occurred the
assassin may automatically strangle the following pulse.  Non-assassins must roll every pulse to maintain their hold.  Garottes may not
be used against opponents in Plate armor.
Kusurigama:  Kusurigama’s may be used to entangle, and once entangled may be used to perform an
automatic trip the next pulse and execute an attack with the blade of the weapon.
Sap:  The sap may be used to knock out opponents wearing only leather armor or less.  Used by an assassin any hit knocks out an
opponent, for anyone else any hit stuns and 4 or more points of effective damage knocks out opponent.
Hands: Hands normally do D damage with a PS of 24 if the character is not wearing gauntlets.  Since it is presumed that all characters
wear gauntlets or leather gloves, a PS of 21 does D damage.  Bare fist in a bar-room fight do -3 if the Character has 15 PS.
Rock: The rock skill allows you to use improvised weapons as thrown weapons.
A
B
C
D
E
F
G