Aberrant Wikia

Mental Merits

Merit Rating Prerequisites Description
Architectural Attunement •••• Wits ••, Academics ••, Occult •, Geomantic Specialty Perceive mystical resonance in a specific city
Area of Expertise •• Resolve •• Increase a Mental Specialty to +2
Atavism Dexterity ••• or Wits •••, Intelligence below ••• Use higher of Wits or Dexterity for Defense
Barrister •••• Politics ••• Can safely gauge how far Old Laws can be pushed
Combat Awareness •• Military background +2 to any situational awareness roll
Common Sense •••• Once per session you can ask the ST for advice.
Computer Whiz ••••• Computers •••• Gain a second attempt after a failed hacking roll
Crafter's Sense ••• Crafts ••• Common Sense related to a chosen Crafts Specialty
Danger Sense •• +2 to detect ambush
Dead Reckoning Gains 8-again when navigating in the Underworld; loses 10-again navigating above ground.
Early Adopter •• Resources •• You have an array of the newest gadgets. +2 to understand new technologies.
Eidetic Memory (CO) •• Remember with ease, gain +2 to Intelligence + Composure to remember facts from large swaths of data
Emotional Detachment Resolve •• Ignores stress penalties equal to Resolve
Encyclopedic Knowledge •••• Know obscure facts choose a topic and can make Intelligence + Wits rolls to gain facts related to it at any time
EOD •• Wits ••• or Dex •••, Crafts •••, Crafts Specialty of Demolitions Reduce penalty for disarming unfamiliar explosives
Entheogenic Synesthesia +1 to Perception when using psychoactive drugs
Explorer ••• Intelligence •• Can get a strong grasp of the layout of area after first visit.
Fast Learner ••• Intelligence ••• Gain one experience point at the conclusion of each scene/card
Green Thumb ••• Intelligence ••• Plants grow 50% faster under your careful supervision
Good Time Management •• Academics, Medicine or Science •• Cut time for non-magical extended rolls by 1/4
Here and Now ••• Intelligence •••, at least • in all Mental Skills One floating skill point. Assigned to any mental skill. Can be moved once per scene.
Higher Calling •• Resolve ••• +1 on Resolve rolls to resist coercion
Holistic Awareness ••• Help others heal faster
Hypnotic Voice •••• Persuasion ••• or Science •••, Specialty of Hypnotherapy Induce trance state
Hypnosis ••• Medicine • or Occult • Hypnotize subjects
Informative •• or •••• Wits ••, Mental Skill •• Use specified Skill in place of Expression
Interdisciplinary Specialty Two Skills ••• Share Specialty between two Skills
Language Speak another language
Lightning Calculator ••• You have a natural affinity with numbers and a talent for mental arithmetic, making you a natural when working with computers or betting at the racetracks. All relevant rolls gain +2 dice.
Lucid Dreamer Fight off intrusions into dreams
Lucid Dreaming •• Resolve ••• Control dream environment and engage intruders in dream combat
Make Do • to ••• Wits •••, Skill • Remove -1/dot penalty for shoddy tools
Meditative Mind No penalties to meditate
Multi-Lingual (CO) • to ••••• 2 languages per dot, conversationally
Mental Prodigy (CO) •••• Primary Attribute Allows the user to buy a sixth dot in any one mental attribute.
Murder Expert ••• Intelligence ••, Stealth ••• Strike a Killing Blow (WoD 168) against a single unsuspecting target
Mythologist ••• Occult ••, Underworld Specialty Gains some insight into some of the Underworld's enigmas
No Weaknesses ••• The effects beneficial aspects of drugs and alcohol are doubled.
Precocious ••• The time it takes you to learn new mental skills is reduced.
Psychic Resistance • to ••• Inhibit mental alteration by psychics
Rational Explanation •••• Resolve ••, Science or Academics •••• Resist mental breakdown with Science or Academics
Scientist's Sense ••• Science •••, Specialty Common Sense related to Science
Supernatural Lore • to ••••• Know the ways of a particular type of supernatural being. May be purchased separately for multiple types.
Technophile • or •• Encyclopedic Knowledge in one topic
Telltale Murder •• or ••• Intelligence ••••, Medicine •• After killing something, roll Intelligence + Medicine. •• version allows to 'taunt' those who would make Wits + Investigation rolls. ••• version allows to change the 'meaning' of a murder.
Time Sense You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device.
Tolerance for Biology Resistance Attribute •• +2 to keep composed when shown scenes of violence or carnage
Trained Memory Composure ••, Investigation • Memorize information perfectly; roll to memorize for entire scene (i.e. everything a character could sense in a given moment) instead of specific information or sensory input
Trained Observer • or ••• Wits ••• or Composure ••• Ignore penalties or gain Rote quality on Perception rolls
Tunnel Rat • to ••• Navigate the Chicago Undercity tunnels, ignoring penalties equal to dots in this Merit
Vision • to ••••• Mental Attribute or Composure •••• Use successes on Vision+Skill roll to aid an Extended Action
Well-Educated ••••• Mental Skill ••••• Allows the user to buy a sixth dot in any one mental skill. Requires ST approval. May be purchase multiple times.
Well-Traveled 9-Again on Mental and Social rolls relating to foreign cultures
Whispers Can purchase Dream and use it as Instant Action, at the cost of sanity

Physical Merits

Merit Rating Prerequisites Descriptions
Ambidextrous ••• Remove off-hand penalty to attack
Armored Fighting •• or •••• Strength •••, Stamina ••• Reduce heavy armor penalties by 1 (••) or 2 (••••)
Athletics Dodge Dexterity ••, Athletics • Add Athletics rather than doubling Defense on Dodge
Brawling Dodge Strength ••, Brawl • Add Brawl rather than doubling Defense on Dodge
Daredevil ••• +3 when attempting to do exceptionally risky stunts. For example, jumping from car to car on the freeway.
Demolisher • to •• Strength ••• or Intelligence ••• Can ignore 1 (•) or 2 (••) points of Durability when attempting to damage objects
Disarm •• Dexterity •••, Weaponry • Can disarm if damage exceeds Dexterity
Direction Sense Unfailing orientation
Double-Jointed Dexterity •••• +2 to any Dexterity rolls involving body flexibility
Entering Strike •• Dexterity ••, Brawl ••• Successful, defenseless Brawl strike adds damage as bonus to subsequent grappling attack
Equipped Grappling •• Dexterity •••, Brawl ••, Weaponry •• Add size of blunt weapon (3 or less) to overpowering maneuver dice pool
Fast Reflexes • or •• Dexterity ••• +1/dot to Initiative
Fighting Finesse •• Dexterity •••, Weaponry •• Substitute Dexterity for Strength
Firearms Retention Dexterity ••, Wits ••, Brawl ••, Firearms •• Subtract Brawl dots from attempts to disarm by overpowering
Fleet of Foot • to ••• Strength •• +1/dot to Speed
Fortune Finder •• Dexterity ••, Larceny •••, Wits •• Character always manages to find more money 25% cash through acts of thievery.
Fresh Start Fast Reflexes •• Delay action into next round
Giant (CO) •••• +1 Size
Good Nights Sleep •••• Stamina ••• Regain a point of Willpower back if your character gets a good nights sleep, even if they didn't rest during the day.
Grim Reapers Sprint •••• Dexterity ••• +2 Movement speed after killing an enemy. This effect stacks for each consecutive kill, and lasts until the following turn.
Ground and Pound •• Combination Blows, Boxing ••• or Aggressive Striking •••, Grappling •• Perform Takedown/Throw, gain +2 to following unarmed strike
Gun Nut Firearms •• You instinctively load one in the chamber before combat.
Gunslinger ••• Dexterity •••, Firearms ••• Two gun attacks per round
Heavy Hands ••• Strength •••, Brawl •• +1 damage to unarmed strikes
Hemotophage ••• Stamina •• Blood packs instantly heal 1 Aggravated of blood loss damage. Available once per scene.
Immunity Stamina ••• You've spent many hours building up an immunity to a particular venom or poison.
Infiltrator ••••• Larceny •••• Gain a second attempt after failing a larceny roll.
Iron Stamina • to ••• Stamina ••• or Resolve ••• Negate fatigue/injury penalties
Iron Stomach •• Stamina •• Eat even unpalatable cuisine
Little Leaguer •• Weaponry ••• +2 to All-out-Attacks that involve a weapon that can be swung like bat
Master of his Craft ••••• Physical Attribute


Allows the user to buy a sixth dot in any one physical skill. Requires ST approval. May be purchase multiple times.
Mister Sandman ••• Gain 1 xp when killing a character in their sleep. Up to once per scene.
Natural Immunity Stamina •• +2 on Stamina rolls to resist illness
Nerd Rage! Strength •••, Intelligence ••• +3 to overpowering a critically injured enemy.
Outdoorsman •• Survival ••• Negate environmental penalties to Survival
Perfect Stillness Stealth • -2 to all rolls to visually detect character
Physical Prodigy (CO) •••• Primary Attribute Allows the user to buy a sixth dot in any one physical attribute.
Quick Draw Dexterity ••• Draw weapon reflexively
Quick Healer •••• Stamina •••• Heal twice as fast
Rad Resistor Stamina ••• Character is immune to the effects of minor radiation poisoning.
Scrounger ••• Survival ••• Character always manages to find more money 25% supplies when foraging.
Shield-Bearer Only -1 to attack when using a shield instead of -2
Size Matters ••• Strength ••••, Firearms ••• or Weaponry ••• +1 when using weapons over size 3
Steady Driver Drive •• Substitute Resolve for Dexterity on Drive rolls
Strong Back Strength •• +1 to lift or carry
Strong Lungs ••• Athletics ••• +2 on Stamina rolls to hold breath
Student of the Blade Fencing • or Iaido • May use Fighting Style with all Size 2 blades.
Stunt Driver ••• Dexterity ••• Drive and carry out another action
Stunt Rider ••• Dexterity ••• Ride and carry out another action
The Weapon at Hand •• Krav Maga •• Reflexive Wits + Weaponry roll for improvised weapon, instant action to wield, no penalty for being improvised
Thief ••• Dexterity ••, Larceny ••• +2 to all lock-picking rolls
Toughness ••••• Stamina ••••• +1 Health Box
Toxin Resistance •• Stamina ••• +2 on Stamina rolls to resist toxins
Weaponry Dodge Strength ••, Weaponry • Add Weaponry rather than doubling Defense on Dodge
Weapons to Empty Hands •• Dexterity •••, Brawl •••, Weaponry •••, Two Weapons or Filipino Martial Arts or Knife Fighting •••• Use Brawl instead of Weaponry for maneuver-related attacks.
Wheelman •• Dexterity ••, Drive •• Gain 9-Again on Drive rolls

Social Merits

Merit Rating Prerequisites Description
Allies • to ••••• Call upon favors from an individual, group or organization with influence and resources proportional to dots in this Merit
Animal Companion • to •••• Loyal animal partner with intelligence and capability proportional to dots in this Merit
Anonymity •• to •••• Resolve ••, Larceny or Subterfuge •• -1/dot to attempts to investigate character
Armory • to ••••• Resources ••• Own an array of weapons and armor. May be shared among multiple characters
Barfly Find ways into bars and clubs
Black Market Ties • to ••••• Streetwise • Add Black Market Ties to any Streetwise roll for acquiring equipent
Black Widow ••• Manipulation ••• +2 to persuade members of the opposite gender
Bureaucratic Navigator •• +2 to navigate a bureaucratic system
Cannibal •• Morality ••• or less Eating human flesh restores Willpower. Up to once per scene.
Child at Heart •• Presence •• +3 to communicating with anyone under 15
Contacts • to ••••• Access to information through a particular individual, group or organization. Depth of shared information is proportional to dots in this Merit
Decorated • to ••••• Formal awards for meritorious conduct from the military or a comparable organization
Deep Rapport • to ••••• Strong beneficial or harmful relationship with another character
Dream Crusher •••• Manipulation ••• Attempts to discourage NPC's can temporarily or permanently lower Morality.
Fame • to ••• Mortal acclaim, +1/dot to Socialize
Fence • or ••• Streetwise ••• Always find a way to buy and sell stolen goods
Firearms License •• You have a license to buy large firearms legally in most countries.
Friend • to ••••• The aid of a friend, ally or peer. Distribute dots in this Merit between the Friend's Power (comparable to yours at •••) and level of Trust with you
Healthy Skepticism •• -2 Difficulty for perceiving lies
Ingratiating Wanderer •• Manipulation ••• Gain bonus to locate authority figures in local power structures
Inspiring •••• Presence •••• Help others regain Willpower
Loud Voice +2 when yelling in a social situation
Lucky • to ••••• You may repeat up to Lucky's worth or failed rolls per story (or Saga), including botches, and may try only once per failed roll.
Luxury •• or •••• Live a wealthy, comfortable lifestyle at the sufferance of a patron
Mentor • to ••••• Guidance and interference of an authority in a field, with capability and influence proportional to dots in this Merit
New Identity •, •• or •••• Establish a forged identity
Night Owl •• +2 to alertness from dusk until dawn.
Parlor Trick +2 while attempting to grab the attention of the likely inebriated masses.
Party Girl •• Immune to alcohol addiction. +1 to other addictions.
Resources • to ••••• Disposable monthly income ranging from $500 USD at • to $50,000 USD at •••••, with total assets ranging from several hundred GBP at • to millions of GBP at •••••.
Retainer • to ••••• Loyal agent, employee or cohort with influence and capability proportional to dots in this Merit
Shadow Cult Initiation • to ••••• Membership in a cult, with unique benefits to each level of initiation
Silver Tongued ••••• Social Skill ••••• Allows the user to buy a sixth dot in any one social skill. Requires ST approval. May be purchase multiple times.
Small Unit Tactics ••• Manipulation •••, Persuasion •••, Leadership Specialty When conducting a tactical maneuver with squad, leader can spend Willpower to benefit entire group
Social Prodigy (CO) •••• Primary Attribute Allows the user to buy a sixth dot in any one social attribute.
Staff • to ••••• Resources ≥ Staff Employees or workers at a set venue, with manpower and expertise proportional to dots in this Merit
Status • to ••••• Authority and sway with a group or organization, to a depth proportional to dots in this Merit
Striking Looks (CO) •• or •••• Appearance adds +1/+2 to relevant Social rolls
Supernatural Blood (CO) ••• You have the blood of a certain supernatural entity running through your veins. You're presence is likely accepted by that group. You may also dormant traits related to such group.
Sworn Officer • to •••• Empowerment as a law enforcement official, with scope of jurisdiction proportional to dots in this Merit
Trip Sitter ••• Composure ••• Help others resist side effects of drugs
Unobtrusive ••• Stealth •• +2 to escape notice while casing a target under cover of some mundane activity. +1 to Resolve to resist The Forgetful Mind (Dominate •••)
Vice-Ridden •• Your character is one of the worst examples of humanity. He has two Vices, although he may still only regain one Willpower per scene in which he indulges himself.
Virtuous •• Your character is a light of good. She has two Virtues. The limitations of how many times she may refresh Willpower using a Virtue remain the same, but it’s up to you which Virtue she uses each time.

Fighting Styles

Aggressive Striking
*pre: Str •••, Sta ••, Brawl ••
• Body Blow If successes on single Brawl attack are greater than target's size, target loses next action
•• Iron Skin Has Armor of 1 against Bashing attacks
••• Combination Blows Can make two brawl attacks against the same target with a -1 to the second attack. Cannot use defense before or after attack
•••• Haymaker Like Body Blow but opponent makes a Stamina roll. If they fail, they're unconscious. Cannot use Defense before or after attack
••••• Brutal Blow or Lethal Strike Spend WP, to deal Lethal damage with Brawl attacks
*pre: Dexterity••, Wits ••, Brawl••
• Ukemi (Recieving) Stand up as a reflexive action
•• Aiki (Harmonious Energy) Forgo defense for a chance to recieve no damage and grapple the opponent
••• Shihonage (Four Directions Throw) Throwing attack
••••Renzoku-waza (Combination Techniques) Perform multiple grapples, aiki or shihonage per turn
••••• Kokyu-ho (Breath Power) Throw longer or inflict lethal with shihonage
*pre: Strength ••, Dexterity ••, Athletics ••
• Draw and Loose Effective +1S for bow use
•• Rapid Nock May reload a bow as a reflexive action
••• Arcing Fire 2x range with bow
•••• Plunging Fire Ignores target concealment
*pre: Resolve •••, Stamina •••, another fighting skill or style •; spend WP to enter Berserk
• Strength in the Fury gains up to 3 additional dice for all-out attacks
•• Adrenaline Rush +1 to armor against bashing and lethal attacks
••• Inhuman Alacrity gains 2 dice (cumulative to 4) when using Willpower to mitigate attack
•••• Ignorant in the Face of Death can ignore any amount of wound penalties for a turn; sacrifices equivalent Defense. May not simultaneously use any other ability with Defense penalty.
••••• Bloody-Handed Bastard attacks inflict lethal damage; sacrifices Defense for a turn
*pre: Strength •••, Stamina ••, Brawl ••
• Body Blow If successes on single Brawl attack are greater than target's size, target looses next action
•• Duck and Weave Use higher of Dexterity or Wits against Brawl attacks instead of Defense
••• Combination Blows Can make two brawl attacks against the same target with a -1 to the second attack. Cannot use defense before or after attack
•••• Haymaker Like Body Blow but opponent makes a Stamina roll. If they fail, they're unconscious. Cannot use Defense before or after attack
••••• Brutal Blow Spend WP, to deal Lethal damage with Brawl attacks
Brute Force
*pre: Strength •••, Brawl •••
• Falling Pillar gain 9 again on this attack *costs a willpower and requires both hands free
•• Crush and Bite Str+Brawl rolls during a grapple cause lethal damage to opponent
••• Juggernaut gain +4 dice on all out attacks
•••• Bone Cracker target arms or legs, if successes equals or exceeds targets stamina bones break and does lethal damage and target looses 1 dot of dex till healed

Drawback: both hands must be free and you lose defense this turn

Chain Weapons
*pre: Strength ••, Dexterity •••, Weaponry •••
• Impenetrable Defense Forgo attack to add +2 to Defense and no multiple opponent penalty until the third opponent
•• Hand Bind forgo next action to bind up opponents hand
••• Outside Choke if attack successful, begin choking opponent unconscious
•••• Whirl and Thrust ignore up to -2 penalties for targeted attacks, but must forgo Defense
Combat Marksmanship
*pre: Strength ••, Dexterity ••, Composure •••, Firearms ••
• Shoot First Add Firearms to initiative
•• Tactical Reload Reload as a reflexive action
••• Double Tap May make short bursts with additional firearms
•••• Bayonet Range Ignores target defence even when within melee range
••••• Rapid Fire One additional shot per dot of composure over 2; -1 penalty per additional shot.
Dirty Fighting
*pre: Strength •••, Brawl •••
• Low Blow If Brawl attack has more successes than target's Composure, target loses next action
•• Shank Can use Brawl instead of Weaponry for small improvised weapons
••• Suck it Up Spend 1 Willpower to ignore wound penalties for a scene
•••• One or a Dozen, It Don't Matter Bonus of n-1 to Defense when fighting n opponents. Can spend m Willpower to make simultaneous brawl attacks on m + 1 opponents.
••••• I Said Stay Down! Target must make Stamina roll against successful Low Blow; if roll fails, victim collapses.
Evasive Striking
*pre: Str ••, Dex ••, Sta ••, Brawl ••
• Focused Attack Armor and Called shot penalties are reduced by 1
•• Duck and Weave Use higher of Dexterity or Wits against Brawl attacks
••• Defensive Attack -2 to Attack for +2 Defense
•••• Whirlwind Strike Can make extra Brawl attacks equal to Dexterity-2 on a single target. Each additional attack gets cumulative -1. Cannot use Defense before or after this maneuver.
••••• Destroy Defense Successful Brawl attacks on unarmed target reduces target Defense by 1. Cumulative across successive Brawl attacks to lower of attacker's Wits or Dex.
*pre: Dexterity •••, Weaponry •••
• Thrust +1 to attack rolls
•• Feint Make normal attack, no damage but ignores opponent's defence next attack
••• Riposte Spend WP to dodge then attack at -1, ignoring defence
•••• Moulinet Spend WP, successful attack does additional Dexterity damage
Filipino Martial Arts
*pre: Dexterity •••, Weaponry •••
• Lock and Block Can grapple as a defensive maneuver. Can add Defense to grapple.
•• Disarm If attack roll is equal to or greater than stamina, opponent is disarmed and takes half bashing damage, rounded up.
••• Off-Balancing Attack -2 to attack to give opponent -3 to their next attack
•••• Many-Handed Defence Defense does not lower due to multiple opponents
Formation Tactics
*pre: Strength ••, Stamina •••, Weaponry ••
• Testudinem Formate Move at only half speed and cannot attack, but grants a bonus to defense against ranged weapons for each ally in the formation, to a max of +5
•• Ciringite Frontem Forgo Defense this turn, but can make a special knockback attack with a bonus for each ally in the formation (max +5)
••• Cuneum Formate Can make penalized attacks, but any counterattack is at a penalty proportional to the number of allies in the formation (max +5)
•••• Orbem Formate Can form a defensive formation around a person or thing, granting a bonus to defense for each ally in the formation (max +5)
••••• Contendite Vestra Sponte Costs a willpower point to use, but launches an attack that if successful causes an automatic point of lethal damage for each ally in the formation (max +5).
Frenzied Assault
*pre: Strength •••, Stamina •••, Intimidation ••, Weaponry ••
• Bestial Instinct Substitute Weaponry for Composure for determining Initiative
•• Terrorize Strength+Intimidation versus Resolve+Composure to remove defense
••• Hard to Kill Gain 2 extra Health boxes while in combat, doesn't roll for unconsciousness until Rightmost box is filled with Lethal
•••• Savage Rending Lose Defense and Reduce called shot penalties on body parts by 2. If dealing 5 or more lethal damage on a limb, it's severed
••••• Trance of Death Spend 1wp to gain rote-action on attack rolls
*pre: Strength ••, Dexterity •••, Stamina •••, Brawl ••
• Sprawl subtract higher of Strength+1 or Dexterity+1 from overpower attempts
•• Takedown/Throw instead of grappling, force opponent prone while still standing
••• Chokehold impose cumulative -1/turn penalty on opponents actions while choking
•••• Submission Hold inflict lethal/bashing when performing overpower
*pre: Presence ••, Strength •••, Weaponry •••
• Stunning Attack Makes a loud and powerful attack, if successes exceed the target's composure they lose their next action.
•• Weapon Slap Make an attack that inflicts no damage, but the target loses their defense against the next incoming attack.
••• Lethal Accuracy Any attack with lethal weapons gain armor piercing, and the penalty to hit specific targets is reduced.
•••• Brutal Sacrifice In exchange for a point of willpower, make an attack that leaves a weapon embedded in the victim's body, inflicting a penalty to all actions, and causing further damage upon removal.
*pre: Strength ••, Dexterity •••, Composure •••, Weaponry •••, Quick Draw
• Tsuki Kage (Draw and Cut) Add Weaponry to Initiative in any turn that starts with the weapon sheathed
•• Zanshin (Awareness) +2 to avoid ambush. A total of +4 with Danger Sense
••• Tachi-Sabaki (Movement of the Sword) Add Weaponry to defense while making a dodge action (Stacks with Weaponry Dodge)
•••• Kan Ken no Metsuke (Seeing with Eyes and Mind) If the initiative is a tie, the practitioner acts first.
••••• Uke Nagashi (Catch and Slide Off) Counter attack while making a dodge action
Alternative Iaido
••••• Muso Ken (No-though Sword) Make a reflexive counter-attack when attacked by surpise
*pre: Dexterity ••, Wits ••, Athletics ••, Brawl ••
• Ukemi (Recieving) Stand up as a reflexive action
•• Naga-waza (Throwing Techniques) Can chose to not go prone in a grapple, but inflicts bashing if he does. Also, +1 Equipment bonus if target wears lots of clothes
••• Sutemi-waza (Sacrifice Techniques) Add Athletics instead of +2 when using and All-Out Attack
••••Renzoku-waza (Combination Techniques) Perform multiple grapples per turn
••••• Tokui-waza (Favorite Techniques) Add Athletics as automatic successus during specific situations
Improvised Weaponry
*pre: Wits •••, Weaponry •
• Always Armed make a reflexive Wits + Weaponry roll to grab a 1L, Size 1, Durability 2 improvised weapon
•• In Harm's Way when using an improvised weapon, treat Structure as Armor to parry incoming Brawl or Weaponry attacks
••• Breaking Point when using an improvised weapon, exchange Structure for bonus to a single strike
*pre: Dexterity •••, Weaponry •••
• Kaburi gain +1 to attack rolls on overhead attacks
•• Kiai Make normal attack, no damage but ignores opponent's defence next attack, must shout loudly
••• Uchiotoshi Waza Spend WP, may parry then attack at -1, ignoring defence
•••• Nidan Waza Spend WP, successful attack does additional Dexterity damage
Krav Maga
*pre: Strength ••, Dexterity •••, Wits •••, Brawl •••, Brawling Dodge
• Immediate Defense Add Brawl to initiative when fightning an armed opponent
•• Disarming Defense Disarm and take control of the weapon
••• Impenetrable Defense Spend willpower to add Brawl to defense against a single attack
•••• The First Moment If the initiative is a tie, the practitioner acts first.
••••• Finishing the Fight Counter attack during a dodge action if attacker failed to hit
Kung Fu
*pre: Strength ••, Dexterity ••, Stamina••, Brawl••
• Focused Attack Armor and Called shot penalties are reduced by 1
•• Iron Skin Has Armor of 1 against Bashing attacks
••• Defensive Attack -2 to Attack for +2 Defense
•••• Whirlwind Strike Can make extra Brawl attacks equal to Dexterity-2 on a single target. Each additional attack gets cumulative -1. Cannot use Defense before or after this maneuver.
••••• Lethal Strike Spend WP, Brawl attacks deal Lethal
*pre: Strength •••, Weaponry •••
• Wards +1 Defense while wielding a Heavy sword
•• Fool's Guard Instead of defense, roll to reduce amount of damage taken
••• Half Sword Take a penalty to add +2 to total damage
•••• Doubling Cut Make two attacks, lose defense
••••• Wrathful Cut Add weaponry instead of +2 when making an All-Out Attack
MAC (Modern Army Combatives)
*pre: Strength ••, Dexterity ••, Stamina ••, Brawl ••
• Tactician's Sense determine Initiative modifiers of all combatants reflexively
•• Atemi Attack ignore 1 point of Armor per dot in this style when making a Brawl or Weaponry attack
••• Forearm Choke with grapple, choke out opponent on successive turns
•••• Bullring defense applies fully against all hand-to-hand opponents
••••• Lethal Strike spend 1 Willpower to make Brawl attacks do Lethal damage for a turn
Multi-Limbed Combat
*pre: three or more arms; Brawl •• or Weaponry ••, Dexterity •••, Athletics •••
• Outnumbered For every limb over two, opponent's defense reduced by one.
•• Manhandle While in a grapple, for each limb over two, can make an overpower maneuver that does not immobilize
••• Protected Attack Can dodge and attack with one action; does not stack with Bountiful Blows
•••• Bountiful Blows For each limb over two or each weapon wielded, can make an extra attack with a cumulative penalty.
Muay Thai
*pre: Str •••, Sta ••, Brawl ••
• Cut Kick kick deals 1 less damage, but reduces victim's speed by 1
•• Iron Skin Has Armor of 1 against Bashing attacks
••• Combination Blows Can make two brawl attacks against the same target with a -1 to the second attack. Cannot use defense before or after attack
•••• Thai Clinch add Dexterity to attack pool for successful grapple + damage Combination Blows
••••• Brutal Blow or Lethal Strike Spend WP, Brawl attacks deal Lethal
Police Tactics
*pre: Strength ••, Dexterity ••, Stamina ••, Brawl ••, Weaponry •
• Compliance Hold during Grapple, gain +2 to disarm or overpower
•• Weapon Retention during Grapple, opponent must score more success than your Weaponry to "disarm" or "turn drawn weapon" against you
••• Speed Cuff during Grapple, may place cuff on one wrist, with exceptional success, both wrists
*pre: Dexterity •••, Brawl ••
• Standing Control An Overpowering maneuver that forces the opponent to accompany the practitioner
•• Misplacing the Bones Chance of breaking a limb for additional damage and effect
••• Grabbing the muscles Treat the defenders strength as 2 dots lower when making an overpowering maneuver
•••• Sealing the Breath Use pressure points to inflict dice penalties
••••• Disrupting the Veins Inflict lethal in a grapple
*pre: Dexterity •••, Athletics ••
• Ma-ai (Distance) Double range for throwing weapons
•• Kakushi-Buki (Hidden Weapons) No need for an action to draw a prepared throwing weapon
••• Choku Da-Ho (Direct Hit Method) Add Strength when attacking with a throwing weapon
•••• Ikki Gokken (Five Blades in One Breath) Perform multiple attacks
*pre: Dexterity •••, Resolve •••, Firearms •••, Stealth ••
• On Scope Max aiming bonus is Composure+1 for semi-auto and auto rifles, Composure+2 for all other rifles. Receives +2 Perception when using long rage sights
•• Battlesight Zero Double attacks from Sights bonus; attacks with this bonus have short range of 5 times Wits
••• Focused Shot When aiming, ignore penalties up to Resolve
•••• Tactical Intervention When aiming, halve close combat and concealment penalties, rounded down
••••• One Shot, One Kill Spend WP to add Damage rating to successes instead of extra die
*pre: Strength •••, Dexterity ••, Weaponry •••
• Warding Stance attack first against foes with smaller-Size melee weapons in front
•• Thrust gain 9-Again with spear or bayonet
••• Block and Strike take -2 to attack to receive +2 to Defense
•••• Great Thrust if using All-Out Attack, use dice equal to lower of Strength or Weaponry instead of 2
Spetsnaz Knife Fighting
*pre: Dexterity •••, Weaponry ••
• Anticipate Attack If wielding edged or pointed weapon size 2 or less, substitute Weaponry instead of Composure for Initiative
•• Advantageous Angle Every other attack, opponent gets -1 defense
••• Vital Attack Knife attacks have Armor Piercing 1 and reduce called shot penalties by 1
•••• Slash and Stab Make two attacks. The second attack gets -1. Defense reduced by 1
Staff Fighting
*pre: Strength •••, Dexterity ••, Weaponry ••
• Trip Roll attack versus opponent's Dexterity+Athletics to knockdown and deal 1 Bashing
•• Temple Strike When making a head shot, if damage exceed target's size, target is unconscious
••• Dangerous Radius Spend WP, attacks all targets within range with -1 equal to opponents within range (max -5). Allies hit too
Swarm Tactics
*pre: Status (Carthians) •, Brawl or Weaponry ••, Vampire
• Feint Make a Brawl or Weaponry attack that does no damage, but allows an ally to use Unexpected Strike
•• Unexpected Strike Attack with 9-Again, or 8-Again if the subject has been affected by two or more flanks.
Sword and Shield
*pre: Strength •••, Dexterity ••, Stamina ••, Weaponry ••
• Cloak and Dagger Double Structure of improvised shields
•• Shield Bash Use a shield as a weapon
••• The Shielded Strike +1 Defense, and no penalty for using a weapon and a shield
•••• Shield Charge Shield Bash which results in a Knockdown
••••• Stand Strong No reduced defense against cumulative attacks
Tooth and Claw
*pre: Strength ••, Dexterity •••, Stamina •••, Brawl ••, Werewolf
• Hunter's Eye spend a turn observing your opponent to lower his defense for the remainder of the scene
•• Slip Through attack one turn for no damage to null opponents defense from next attack
••• Pounce if you roll more successes than the targets size it is knocked to the ground under you
•••• Fury make a claw and bite attack in the same turn, bite attack gains +1 Drawback: cannot use defense the same turn as maneuver
••••• Throat Tear apply +2 bonus for tooth and claw as automatic successes as opposed to dice roll bonus Drawback: costs 1 willpower
Two Weapons
*pre: Dexterity •••, Weaponry •••
• Whirling Blades When dodging may negate penalties for multiple attacks
•• Deflect and Thrust +2 Defence but -2 to Attack
••• Focused Attack May attack one target twice. -1 on second attack, lose defense.
•••• Fluid Attack May attack two targets. -1 on second attack, lose defense.