Exotic Weapons

Kusarigama (Finesse)
Slash Sword Breaker Whirling Death
 * Cost: 3
 * Range: 1
 * Damage: 4
 * Cost: 4
 * Range, 3, 4
 * Damage: 2
 * Effect: Reduce the cost of this attack by 1 when you use it from Guard. With sufficient successes, this attack may be treated as a Disarm stunt (you must have the Disarm ability--this attack still does damage if used as a Disarm).
 * Cost: 3
 * Range: 3, 4
 * Damage: 2
 * Effect: You may Guard after using this attack. Increase the damage of this attack by 1 per success when used from Guard.

Fighting Shield (Finesse)
Block Counter-Thwack Cover
 * Cost: 2
 * Range: N/A
 * Damage: N/A
 * Effect: This attack may be activated at any time to grant 3 Deflection against one oncoming attack. This may only be activated once per attack.
 * Cost: 1
 * Range: 2, 3
 * Damage: 1
 * Effect: This attack may only be used after blocking. If you get four or more successes on this attack, do 1 additional damage.
 * Cost: 2
 * Range: N/A
 * Damage: N/A
 * Effect: When this attack is activated, plant your fighting shield in any adjacent space. As long as the shield does not move, the it blocks line of sight for ranged attacks. Other characters may knock the shield down for 1 TP if they are adjacent to it.

War Scythe (Brutality)
Reap Whirling Death
 * Cost: 5
 * Range:
 * Damage: 1+1 per success
 * Effect: This attack hits all objects in the defined area (and the area between it and you). Attacks against inanimate objects will have consequences at the GM's discretion.
 * Cost: 5
 * Range:

Polehammer
 * Damage: 1+1 per success
 * Effect: This attack hits all objects in the defined area (and the area between it and you). Attacks against inanimate objects will have consequences at the GM's discretion.  Additionally, you may pay 3 TP any number of times.  For each time you do, repeat this attack.  You may move 1 space between each of these attacks by paying 1 TP.  After this attack is completed (whether or not you paid TP), you may not make any more actions this round.
 * Cost: 7
 * Range: 4
 * Damage: 2 per success
 * Effect: If you get at least 2 successes on this attack, you may pin the target to the ground (or a wall). They remain pinned until you move or make another action, and they take an additional 6 damage at the end of each of your turns that they remain pinned. During each of their turns, they may attempt an opposed Brutality roll against you. If they win, they become unpinned. Pinned targets are considered prone (though the normal action to rise from prone is unavailable to them).