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All Martial Weapons use dexterity and deal nonlethal damage. These weapons are more Cyberpunk because technological advances allowed for 'Wave' weaponry, which is nonlethal. This upholds the common Monk ideal of preserving life, so while Monks tend to align with neither the Cyberpunk conformity or the Steampunk counterculture, they will use the technology present in order to decrease the chance of death. Some weapons can be dual wielded with a twin (with the right feats) and those are signified by a (d) at the beginning of the description.

Tsunami Mod:

The Tsunami Mod is compatable with any Monk Martial Weapon. It allows the user to store up twice the air and then release it for twice the damage and at twice the Cell Charge cost. All Monk Martial Weapons can be weilded 'dead' (with no charge) for half the hit die (1d6 = 1d3, 2d6 = 1d6). When modified with the Tsunami Mod, the general technique is to choose to strike 'dead' one turn and release double the energy on the second turn. Let's take the Wave Staff for example. Brandon the Monk is fighting two foes with a Tsunami Wave Staff. He uses the first turn to strike the opponent to his left 'dead' using no Cell Charges and dealing 1d4 nonlethal damage. On his second turn, Jake strikes the opponent to his right and releases both charges at once, using 6 Cell Charges and dealing 2d8 damage. It should be noted that no matter how many times a weapon is used 'dead' it can still only store up to two turns worth of air. Each Weapon has a specific feat attached that allows the weilder to use the tsunami function, and a weilder cannot use the tsunami mod without it.

Wave Kali Stick: (d)

Originally from the ancient art of Escrima, this weapon is was simply a 3' long stick of wood, sanded, laquered, and heat treated to be incredibly solid. Considered the average for the most common weapon found on the street (pipes, bats, sticks) Escrima, and later other martial arts, trained with them to get a basic grasp of weapons fighting. Today, the Kali Stick has only changed to grow with the times; being metal instead of wood, and housing the mechanism to release air shockwaves from either end, this is the most basic of the Monk Martial Weapons. It uses one unit of Cell Charge to deal 1d4 damage or 1d2 damage 'dead'.

Wave Tonfa: (d)


Originally designed as a policing tool in the Meiji restoration period of feudal Japan, this consisted of a wooden handle that intersected a wooden beam that ran along the forarm, with roughly five sixths of the beam running along the forearm down to the elbow and the last six protruding past the fist. The weapon was used by bashing with punches or forearm strikes, and experienced weilders could twirl the baton by slightly relaxing their grip on the handle (adding a bit of centerfugal force or even range, and thus, damage: see the feat section for more info). When 'dead' this deals 1d3 damage, and when charged, it deals 1d6 damage and costs 2 units per strike. Monks with the feat 'Monk Proficiency: Tonfa' are considered able to use such rotating techniques and thus get a +1 to attack rolls.

Wave Staff:

Using the dexterity bonus rather than the strength bonus, this staff is weilded mainly by those sworn to uphold the ideal of life. When rotated, it stores and condenses the air it gathers in the top and bottom fifths of the staff and releases it upon impact as a concussive wave that deals 2d4 nonlethal damage. Each strike uses 3 units of energy. It should be noted that if out of fuel, the staff can be used dead to simply strike for 1d4 nonlethal damage. Staffs are expensive as they are custom-made for the size of each user. Monks with the feat 'Monk Proficiency: Staff' are more adept at handling the more complicated staff manuevers and thus get a +1 to attack rolls.

Wave Nunchaku: With nimble hands and a versatile fighting style, some monks choose to master the Nunchaku. Dealing 1d6 damage 'dead' and 1d12 damage charged (costing 4 units of Cell Charge), users of this weapon take a -1 penalty to attack rolls without the Feat 'Monk Proficiency: Nunchaku'. Nunchaku are expensive in that they're custom made to be as long as the distance from the weilder's elbow to the middle of the weilder's palm, and the chain able to be draped flush across the palm. Weilders with the feat 'Monk Proficiency: Nunchaku' are considered more able to flexibly weild the nunchucks and gain +1 to attack rolls with the weapon. All mathematics accounted for it is a much wiser decision to use Nunchaku as single weapons rather than dual weilding them, because an astounding amount of versatility is lost without the option to pass the nunchaku from one hand to the next. Wave Sansetsukon:

Only the most practiced and skilled of monks ever master the Sansetsukon, a tri-section staff connected by chain. With each section 28 inches, and the chain being 4 inches, when fully extented this weapon extends to an impressive 84" (8'). With the outer half of the end peices capable of Wave technology, this weapon deals an impressive 2d6 and costs 4 Cell Charges, only capable of six strikes before needing to be re-injected with fuel. When 'dead', this weapon deals a commendable 2d3. Weilders of this weapon take a -2 penalty to attack rolls without the feat 'Monk Proficiency: Sansetsukon'. It should be noted that because of how incredibly versatile this is, Monks with the feat 'Monk Mastery: Sansetsukon' gain a +1 to damage rolls with this weapon on top of losing the penalty (with the proficiency feat being a prerequesite).

Wave Meteor:

The Meteor (Dragons Fist, Meteor Hammer, or simply Meteor) is at it's simplest two weights connected by chain. Beginning with stone age hunters using vine to tie rocks together, it was redesigned in ancient China as a 'soft' or nonlethal weapon only used after over a decade of training. Once a simple pair of iron orbs roughly twice as large as a human fist connected by 4 yards of chain, the Meteor Hammer of today is the most potent Monk Weapon available. Due to the insane versatility of the weapon, it's also the most complicated. A player can strike with one orb (1d8 charged, 1d4 dead, using 3 energy units per single orb strike) or two. Striking with two orbs uses twice the charge and does twice the damage. Monks using this weapon take a -2 penalty to attack rolls without the feat 'Monk Proficiency: Meteor'. Monks simply cannot strike with two orbs at once without the feat 'Monk Mastery: Meteor'. It should be noted that theoretically, a Tsunami Meteor Hammer weilded by a master could use up half of a fuel cell charge in one strike for four counts of damage. Let's take Brandon the Monk. If Brandon the Monk has both Meteor feats, he has the option to spend one turn striking 'dead' with both orbs (dealing 2d4), then use the next turn to release all four charges upon striking, costing 4 counts of 3 energy units (12) and dealing 4d8 damage, (2d8 for each charged orb).

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