Melee Weapons
Just about anyone can pick up a weapon and use it. Problem is if you haven't paid points for a weapon you have to look for one, then either steal it or do some property damage.
| club (baseball bat, tonfa) | +2d6 Hand Attack, OAF | Cost: 6 (10) active, 3 real |
|---|---|---|
| big club (war club, whip) | +4d6 Hand Attack, OAF | Cost: 12 (20) active, 6 real |
| knife | 1/2 d6 HKA, OAF | Cost: 10 active, 5 real |
| big knife, sword, axe, morning star | 1d6 HKA, OAF | Cost: 15 active, 7 real |
| big sword, two-handed axe, pole arm | 2d6 HKA, OAF | Cost: 30 active, 15 real |
| shock baton | 4d6 EB, No Range, OAF | |
| Basic martial arts training for the non-Martial Artist archtype | +1d6 HA, 1 level with punch | Cost: 5 (7) active, 5 real |
| Intermediate martial arts training | +2d6 HA, 1 level with melee combat | Cost: 11 (15) active, 11 real |
| Advanced martial arts training | +3d6 HA, 2 levels with all combat | Cost: 25 (31) active, 25 real |
Improvised Clubs
When you swing an object (club/tree/Buick) you do damage based on your STR plus dice from the club, with a maximum of the object's DEF+BODY.