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Jurassic World: Dominion Dominates Fandom Wikis - The Loop
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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 |
Aikido | |
*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 |
Archery | |
*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 |
Berserker | |
*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 |
Boxing | |
*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. |
Fencing | |
*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 |
Grappling | |
*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 |
Gladiatoral | |
*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. |
Iaido | |
*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 |
Judo | |
*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 |
Kendo | |
*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 |
Langschwert | |
*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 |
Qinna | |
*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 |
Shurikenjutsu | |
*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 |
Sniping | |
*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 |
Sojutsu/Jukendo | |
*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. |