Aggressive Striking
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*pre: Str •••, Sta ••, Brawl ••
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• Body Blow
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If successes on single Brawl attack are greater than target's size, target loses next action
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•• Iron Skin
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Has Armor of 1 against Bashing attacks
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••• 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
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•••• Haymaker
|
Like Body Blow but opponent makes a Stamina roll. If they fail, they're unconscious. Cannot use Defense before or after attack
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••••• Brutal Blow or Lethal Strike
|
Spend WP, to deal Lethal damage with Brawl attacks
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Aikido
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*pre: Dexterity••, Wits ••, Brawl••
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• Ukemi (Recieving)
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Stand up as a reflexive action
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•• Aiki (Harmonious Energy)
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Forgo defense for a chance to recieve no damage and grapple the opponent
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••• Shihonage (Four Directions Throw)
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Throwing attack
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••••Renzoku-waza (Combination Techniques)
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Perform multiple grapples, aiki or shihonage per turn
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••••• Kokyu-ho (Breath Power)
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Throw longer or inflict lethal with shihonage
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Archery
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*pre: Strength ••, Dexterity ••, Athletics ••
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• Draw and Loose
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Effective +1S for bow use
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•• Rapid Nock
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May reload a bow as a reflexive action
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••• Arcing Fire
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2x range with bow
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•••• Plunging Fire
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Ignores target concealment
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Berserker
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*pre: Resolve •••, Stamina •••, another fighting skill or style •; spend WP to enter Berserk
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• Strength in the Fury
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gains up to 3 additional dice for all-out attacks
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•• Adrenaline Rush
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+1 to armor against bashing and lethal attacks
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••• Inhuman Alacrity
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gains 2 dice (cumulative to 4) when using Willpower to mitigate attack
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•••• Ignorant in the Face of Death
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can ignore any amount of wound penalties for a turn; sacrifices equivalent Defense. May not simultaneously use any other ability with Defense penalty.
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••••• Bloody-Handed Bastard
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attacks inflict lethal damage; sacrifices Defense for a turn
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Boxing
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*pre: Strength •••, Stamina ••, Brawl ••
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• Body Blow
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If successes on single Brawl attack are greater than target's size, target looses next action
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•• Duck and Weave
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Use higher of Dexterity or Wits against Brawl attacks instead of Defense
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••• Combination Blows
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Can make two brawl attacks against the same target with a -1 to the second attack. Cannot use defense before or after attack
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•••• Haymaker
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Like Body Blow but opponent makes a Stamina roll. If they fail, they're unconscious. Cannot use Defense before or after attack
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••••• Brutal Blow
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Spend WP, to deal Lethal damage with Brawl attacks
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Brute Force
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*pre: Strength •••, Brawl •••
|
• Falling Pillar
|
gain 9 again on this attack *costs a willpower and requires both hands free
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•• 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
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Chain Weapons
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*pre: Strength ••, Dexterity •••, Weaponry •••
|
• Impenetrable Defense
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Forgo attack to add +2 to Defense and no multiple opponent penalty until the third opponent
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•• Hand Bind
|
forgo next action to bind up opponents hand
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••• Outside Choke
|
if attack successful, begin choking opponent unconscious
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•••• Whirl and Thrust
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ignore up to -2 penalties for targeted attacks, but must forgo Defense
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Combat Marksmanship
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*pre: Strength ••, Dexterity ••, Composure •••, Firearms ••
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• Shoot First
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Add Firearms to initiative
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•• Tactical Reload
|
Reload as a reflexive action
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••• Double Tap
|
May make short bursts with additional firearms
|
•••• Bayonet Range
|
Ignores target defence even when within melee range
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••••• Rapid Fire
|
One additional shot per dot of composure over 2; -1 penalty per additional shot.
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Dirty Fighting
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*pre: Strength •••, Brawl •••
|
• Low Blow
|
If Brawl attack has more successes than target's Composure, target loses next action
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•• Shank
|
Can use Brawl instead of Weaponry for small improvised weapons
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••• 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.
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Evasive Striking
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*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.
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••••• 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
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*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
|
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*pre: Dexterity •••, Weaponry •••
|
• Lock and Block
|
Can grapple as a defensive maneuver. Can add Defense to grapple.
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•• 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
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*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
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•• 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).
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Frenzied Assault
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*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
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*pre: Strength ••, Dexterity •••, Stamina •••, Brawl ••
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• Sprawl
|
subtract higher of Strength+1 or Dexterity+1 from overpower attempts
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•• 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
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*pre: Presence ••, Strength •••, Weaponry •••
|
• Stunning Attack
|
Makes a loud and powerful attack, if successes exceed the target's composure they lose their next action.
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•• Weapon Slap
|
Make an attack that inflicts no damage, but the target loses their defense against the next incoming attack.
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••• 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
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*pre: Strength ••, Dexterity •••, Composure •••, Weaponry •••, Quick Draw
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• Tsuki Kage (Draw and Cut)
|
Add Weaponry to Initiative in any turn that starts with the weapon sheathed
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•• 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.
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••••• 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
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*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
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•• 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.
|