Archery (Style):
Cost: * to ****
Pre: Strength **, Dexterity **, Athletics ***
* Draw and Loose: Gain +1 Strength when calculating Strength, Damage and Range
** Rapid Nock: Can make an attack every turn with a bow without taking a turn to ready the weapon - provided there is a supply of arrows. Ignore the bow's initiative penalty
*** Arcing Fire: Double the range of any bow the character uses
**** Plunging Fire: By firing up and allowing the arrow to drop, the character removes all penalties for concealment provided the target lacks overhead protection
Drawback: Can only use this ability outdoors or in an indoor area that allows a few hundred foot of vertical height
Archery, Bowmanship (Style):
Cost: * to ****
Pre: None
* Arcing Fire: Range increments for the bow are doubled
** Bullseye: Can reduce the bow's damage rating to any amount to add +1 and the 8-again quality on the attack roll
*** Out of Nowhere: Character fires arrows and then vanishes from sight - Roll Dexterity + Stealth as a reflexive action, target must roll Wits + Composure minus the character's successes. Failure grants the Shaken condition, whereas success
**** Death from Above: Character can fire vertical or mortar-like shots that overcome cover. She reduces a target's Concealment rating by adding 10 yards per point to the range of their shot.
Archery, Combat (Style):
Cost: * to *****
Pre: Strength ***, Athletics **, Quick Draw (Bow) *
*Rapid Nock: Can make an attack every turn with a bow without taking a turn to ready the weapon - provided there is a supply of arrows. Ignore the bow's initiative penalty
** Reflex Aiming: Ignore penalties for firing a bow into a combat
*** Parthian Shot: By feinting a retreat, the character lulls the opponent in for a close-range shot. The first time in a turn an opponent tries to hit the character the character may dodge as normal, and any successes in excess of the opponent's attack are applied as attack successes with the bow against them
**** Rain of Arrows: Character fires a group of shots at multiple opponents - she can attack with a bow as an autofire medium burst with 3 arrows hitting up to 3 different targets
Drawback - Triple all range penalties for medium and long range
***** Trick Shot: The character rolls, leaps and runs along walls while firing arrows. The character can fire their bow simultaneously while moving taking an Athletics action, including maneuvers from Movement Styles. This imposes a -2 on both Athletics and Attack actions.
Armed Defense (Style):
Cost: * to *****
Pre: Dexterity ***, Weaponry ***, Defensive Combat (Merit) *
* Cover the Angles: Reduce dodge penalties for multiple attackers by 1, so no penalty against 2 attackers, -1 against 3, -2 against 4
** Weak Spot: When defending against an armed attack, if the character's defense reduces a target's attack pool to 0 they are disarmed. If dodging, the the target is disarmed if the Defense roll reduces their attacked successes to 0
*** Aggressive Defense: When the character takes a dodge action and scores more successes than their target, the target receives one point of lethal damage for every extra success. Weapon bonus for any held weapon does not apply to this damage. Drawback is that the character must spend a point of Willpower and declare that they are using Aggressive Defense.
**** Iron Guard: At the start of each turn, character can choose to reduce the Weapon Bonus and increase their defense by an equal number. If the character takes a dodge action then add the full Weapon Bonus after doubling the dodge pool.
***** Press the Advantage: Whenever a character's defense roll reduces an opponent's attack to 0, they can spend a point of Willpower and make an unarmed attack against that opponent with a -2 penalty. The target gets their defense as normal. Only one attack can happen this way per turn.
Armed Restraint:
Cost: **
Pre: Staff Fighting **
Can use a pole with a hook or noose to restrain animals or people during a fight.
Character can attempt a grapple and use the Hold maneuver automatically on a success. The opponent's grapple rolls are penalised by the weapon's damage rating.
Avoidance (Style):
Cost: * to ****
Pre: Manipulation ***, Athletics ***, Stealth ***
Only goal in a fight is to not get hurt
* Insignificance: By making a Manipulation + Stealth - the highest composure of opponents in the vicinity, the character becomes a non-threat and can only be targeted if there are no other threats in the vicinity
** Coattails: When taking a dodge action, the character can designate an ally who hasn't attacked that turn and go prone. If the attack hits, then the ally can choose to take the blow instead
*** Whack-a-mole: The character makes themselves into a tempting target and opponents hurt themselves when attacking them. Roll Manipulation + Persuasion + Avoidance against an unarmed opponent's melee attack roll - if the character's roll is successful the attack is avoided and the opponent suffers the Arm Wrack tilt
**** Play Dead: Can make even the most superficial wound look worse. Roll Manipulation + Subterfuge versus opponent's Wits + Composure roll to notice that they are still alive.
Berserker (Style):
Cost: * to ***
Pre: Strength ***, Iron Stamina ***
Character enters a controlled madness in combat
* The Red Mist: Character focuses inwardly, and by spending a point of Willpower gains the Insane Tilt for the remainder of the scene
** War Cry: The character initiates a chilling war-shout or howl. Instead of attacking they should roll a contested Strength + Intimidation versus Resolve + Composure, and the target suffers a penalty equal to the number of successes rolled to any action other than dodging for the next turn
*** Manic Brutality: Character lashes out with fury, and gains a +1 bonus to hit a specified target with all-out attacks. If they are using a weapon, they can substitute the weapon's durability for its weapon bonus.
[/olist]
Body as Weapon:
Cost: **
Pre: Stamina ***, Brawl **
Unarmed damage is increased by one point for each successful hit.
Boot Party:
Cost: **
Pre: Brawl **
The character knows how to dig their heels into an enemy during a fight.
When attacking a prone enemy, the character may make an attack with -3 penalty in addition to their normal attack. Damage is lethal.
Boxing (Style):
Cost: * to *****
Pre: Strength **, Dexterity **, Stamina **, Brawl **
* Head Protection: Character's defense is increased by 1 against unarmed strikes or weapons that use the Brawl skill, and attackers suffer a -1 penalty to target their head
** Defensive Jab: Any time an opponent misses with an attack, the character inflicts one point of bashing damage which ignores armour. If the character dodges, it is one bashing per two successes
*** Knockout Artist: Character can treat an opponent as one size less for purposes of inflicting the Stunned tilt. If the character suffers a penalty to hit the head as a true specified target, treat the opponent as 2 sizes less
**** Combination: If the character's Brawl strike succeeds, roll their Dexterity dots as dice and add successes to damage to reflect others blows being landed
***** Out for the Count: When the character inflicted the Stunned tilt, it not only lasts for a number of turns equal to the damage inflicted but it inflicts true unconsciousness for that time period.
Brawling Dodge (Style):
Cost: *
Pre: Strength **, Brawl **
Whenever character performs a dodge, they may add their Brawl skill level to their dice pool instead of doubling their Dodge value.
Can use this against incoming melee attacks or firearm attacks made in close combat.
Character can move up to Speed and still perform a Brawling Dodge action.
Can only use Brawling Dodge or Weapon Dodge in a turn, but can possess both skills.
Chain Weapons, Sport (Style):
Cost: * to **
Pre: Strength ***, Dexterity ***, Athletics **, Weaponry **
* Imposing Defense: Spinning the chain around improves the character's defense, but they may not attack. +2 to Defense to deflect blows and take no penalty for defending against multiple opponents.
** Bring Down the House: Uses the environment against the opponent. Make an attack with a penalty equal to the size of the object, and if successful the target suffers a number of bashing damage equal to the object's Structure
Chain Weapons, Street (Style):
Cost: * to ****
Pre: Strength ***, Dexterity ***, Athletics **, Weaponry **
* Imposing Defense: Spinning the chain around improves the character's defense, but they may not attack. +2 to Defense to deflect blows and take no penalty for defending against multiple opponents.
** Hand Bind: This defensive move is made against an incoming attack (Brawl or Weaponry) to grapple the target or their weapon, and is used instead of an attack. Roll Strength + Weaponry deducting the number of successes on the target's attack (as opposed to Defense). If the attack is successful, the limb is bound by the chain. If unsuccessful, reduce the number of the target's successful attack by the number of Hand Bind successes.
*** Outside Choke: Attempts to wrap the chain around the target's neck. Roll Strength + Weaponry, opposed by Defense. If successful the victim may try to escape the using a Strength + Brawl roll opposed by the character's Strength +1. For every turn after the successful attack, the victim is choked and suffers a cumulative -1 to escape rolls and they will fall unconscious after a number of turns equal to the victim's Stamina is reached and they have not escaped. The victim suffers a single point of bashing damage, and is ineffective against creatures that do not breathe.
**** Whirl and Thrust: Can make accurate attacks with any part of the chain. Once the chain has momentum, the character does not suffer a -2 penalty for a directed attack against a location.
Drawback: The character needs to build momentum up in the chain, and as such loses their Defense. If they have already used their Defense this turn, they cannot use this move.
Cheap Shot:
Cost: **
Pre: Street Fighting ***, Subterfuge ***
Character fights dirty. Rolling Dexterity + Subterfuge as a reflexive action, contested by the target's Wits + Composure, if successful the character distracts their opponent into losing their defense for that turn. Every time the character uses this merit in the same combat they suffer a cumulative -2 penalty as opponents become aware of their style of fighting.
Choke Hold:
Cost: **
Pre: Brawl **
When grappling, after a successful Hold attack, a character can choose to choke their target. Rolling for the grapple, if the character scores more than twice the target's Stamina the target falls unconscious for (6-Stamina) minutes. If the character rolls insufficient successes they can try again the following round and the successes are cumulative.
Clinch Strike:
Cost: *
Pre: Brawl **
When initiating a grapple the character inflicts brawl damage instead of sacrificing the opportunity to damage someone in order to grab.
Close Quarters Combat (Style):
Cost: * to *****
Pre: Wits ***, Athletics ***, Brawl ***
Character can and will use the environment to their advantage in a fight.
* Firing Lines: Character can run for cover as a reaction to a ranged attack instead of dropping prone. The character loses their action for that turn, but can reach cover within a distance of twice their speed.
** Hard Surfaces: When the character is grappling an opponent, they can use surfaces or other static objects to smash their target off. The action is a Damage move, and causes Lethal damage which then breaks the grapple.
*** Armoured Coffin: The character can use an opponent's body armour against them. When grappling, they add a bonus to their dice pool equal to the armour rating of their opponent's armour. When the character uses a Damage move the armour rating is ignored but this technique cannot be used in conjunction with Hard Surfaces.
**** Prep Work: If the character has time to have a good look around the area, they can use their Dexterity + Stealth roll as a rote action when determining surprise. This attack must be close combat, not a ranged sniper attack.
***** Turnabout: When a character attempts to disarm an opponent, step the result up a level and on a simple failure the weapon is dropped. On an exceptional success, the character has the weapon while their opponent takes 2 points of bashing damage.
Combat Markmanship (Style):
Cost: * to *****
Pre: Strength **, Dexterity **, Composure **, Firearms **
* Shoot First - Gain a bonus to initiative equal to Firearms rating if a fight begins and the character is holding a gun.
** Tactical Reload - Once per turn, character can reload a magazine or use a speedloader to reload a gun as a reflex action.
*** Double Tap - When using a lever-action, pump-action or semi-automatic firearm, can make short burst attacks as if it were capable of autofire.
**** Bayonet Range - Target's defense does not apply to firearm attacks if they are within close-combat range.
***** Rapid Fire - May make an additional attack with a firearm for every rank of Composure over 2. Each additional attack is made with a cumulative penalty of -1 (Composure 3, 1 additional attack @ -1; Composure 4, 2 additional attacks @ -1 then -2; etc)
Cover Operative:
Cost: *
Pre: Wits ***, Dexterity ***, Stealth ***
Character is trained in getting the jump on an opponent.
When the character ambushes a target the victim loses the 10-again quality on their roll to attack. Even if they successfully notice the character, they act with +3 on their initiative in the first turn.
Defensive Combat:
Cost: *
Pre: Brawl * or Weaponry *, which is selected when the merit is taken
Character can fight defensively, and uses their Brawl or Weaponry skill rather than Athletics to calculate defense. This merit can be taken twice, and the character can select whether to use Brawl, Weaponry or Athletics for their defense. A weapon must be in the character's hand in order to use Weaponry.
Fencing (Style):
Cost: * to ****
Pre: Dexterity ***, Weaponry ***
* Thrust - Gain a +1 to attack when thrusting with a weapon
** Feint - Make a Strength + Weaponry roll, penalised by opponent's Defense. If successful the target cannot use their Defense against the character's next attack
*** Riposte - When dodging a target's attack (double Defense), the character can make an attack at -1 but the target does not benefit from their Defense.
**** Moulinet - Spend a Willpower point before making the initial attack. By rotating the weapon after a successful strike, it causes an additional
Fighting Finesse:
Cost: **
Pre: Dexterity ***, a specialty in Weaponry or Brawl
Choose a specialty in Brawl or Weaponry when this merit is taken, and allows the character to use Dexterity rather than Strength when fighting with that weapon.
This merit can be taken multiple times.
Firefight (Style):
Cost: * to ***
Pre: Composure ***, Dexterity ***, Athletics **, Firearms **
The character is familiar with firearms and has been well trained in their use.
* Shoot First: Add the character's Firearms level to their initiative score when they have a firearm ready. If they have Quick Draw they can draw and shoot first in the same action and benefits from this bonus to initiative.
** Suppressive Fire: When using the Covering Fire maneuver (page 90 of CoD) the character's opponents cannot benefit from aiming against the character. The character can also apply their Defense against incoming Firearms attacks in addition to cover bonuses. They can also use semi-automatic weapons as well as full-automatic weapons when using Suppressing Fire.
*** Secondary Target: By using tricks and techniques the character can use a bullet ricochet to injure a target behind cover, damage the cover itself to send splinters or knock another object onto or into the target. This reduces the damage done to Bashing from Lethal, and the weapon's damage bonus does not count - however the character ignores all penalties from cover effects.
Fresh Start:
Cost: *
Pre: Fast Reflexes **
Character can change use an action to alter their standing in the Initiative order.
Drawback: An action must be forfeited for every change of Initiative. The character can do nothing else other than move at their Speed in that turn.
Grappling (Style):
Cost: Cost * to *****
Pre: Stamina ***, Strength ***, Athletics **, Brawl **
The character has learned some grappling techniques, wrestling or judo.
* Sprawl: The character can shift their own weight to defend themselves in a grapple, gaining a +2 bonus Strength when resisting overpowering maneuvers.
OR Standing Throw: Can throw an opponent, sweep their legs or trip them whilst keeping their own footing. Character may inflict the Knocked Down tilt as a grapple maneuver, but if the opponent remains standing they automatically break free.
** Takedown: Character can take an opponent to the ground rapidly. With a normal roll, the character can choose to render their opponent prone rather than grappling them, and have the option of causing bashing damage equal to the number of successes rolled.
OR Small Joint Manipulation: By accepting a -2 penalty to the attack roll, the character may immediately dislocate or otherwise bend an opponent's joints the wrong way. This occurs instead of any other maneuver, inflicting one point of bashing damage per 2 successes (round down) and the opponent suffers the Agony tilt.
*** Joint Lock: Once in a grapple, the characer can use a joint lock to immobilise their opponent. Any attempt to overpower the character while they are using a joint lock will cause a point of bashing damage to the target. Additionally, any overpowering techniques the character uses cause one point of lethal damage in addition to their normal effects.
OR Ippon: Additional Requirement: Takedown Maneuver. While using drop prone with the Takedown Maneuver, the character hurls the opponent to the ground with exceptional force. Double the damage of the takedown maneuver for purposes of inflicting the Stunned tilt, but this doesn't count as actual damage
**** Dynamic Guard: While prone, the character uses their body to shake and redirect their opponent reducing the target's dice pool by the character's Dexterity rating. The character cannot get up if using this maneuver
OR Lock Flow: Additional Requirement: Joint Lock Maneuver If an opponent slips out of one joint lock, the character the immediately try to regain the lock. They gain a +2 to the grapple roll.
***** Tap or Snap: Additional Requirement: Joint Lock Manever If the character succeeds in a grapple after applying the Joint Lock, they may allow the target to choose between the Beaten Down condition or suffer an Arm or Leg Wrack tilt, and suffer lethal damage equal to the successes scored as the the target suffers a broken or dislocated limb
OR Positional Dominance: The character knows how to hurt and tire an opponent. No matter which maneuver the character performs, they inflict one point of bashing damage per two successes scored (rounding down, minimum of 1) as they squeeze the life out of their opponent. This counts as bonus damage if they choose a damaging maneuver - the character may choose not to inflict this damage.
Ground and Pound:
Cost: ***
Pre: Brawl **
Uses gravity when attacking a prone target to drop a knee, fist, leg, or elbow with damaging effect.
When using Brawl to strike or inflict a damage grappling maneuver on a prone target, the character may use this technique. The character gains the rote benefit (re-roll failed dice) to their attack and will automatically fall prone and, if grapple, their opponent will automatically break free.
Ground Fighter:
Cost: ***
Pre: Wits ***, Dexterity ***, Brawl **
Character can fight from the ground.
Brawl and Weaponry attacks against this character do not benefit from the +2 bonus to attack.
When grappling an opponent from the prone position, the character can stand up without have to break free of the grapple.
Gunslinger:
Cost: ***
Pre: Dexterity ***, Firearms ***
Character can fire two pistols as a single action, with the usual -2 penalty (unless they are also Ambidextrous). Second shot is at an additional -1 penalty.
If the character shoots at two different targets they lose all their defense for that turn.
Can be used with Pistols only.
Headbutt:
Cost: *
Pre: Brawl **
Character inflicts a Stunned tilt on their opponent. Each additional headbutt action incurs a -2 penalty as the shock and surprise of the tactic wear off.
Heavy Weapons (Style):
Cost: Cost * to *****
Pre: Stamina ***, Strength ***, Athletics **, Weaponry **
* Sure Strike: Reflexively reduce any attack roll by 3 dice to add 1 to the weapon's damage bonus that turn. These reductions must be made after other penalties for environment or the opponent's defense are made.
** Threat Range: If a character chooses not to move or dodge in a turn, any opponent moving into the character's proximity suffers one lethal damage and a penalty to defense equal to the weapon's damage rating. This lasts for only one turn.
*** Bring the Pain: Character's strikes stun and incapacitate targets, as well as causing massive damage to the body. By sacrificing the character's dodge for a turn, the character makes a standard attack roll. Any damage scored also counts as a penalty to that target's next action.
**** Warding Stance: The character holds a weapon in such a way that it makes attacking them more difficult. By expending a Willpower point, if they have a weapon in their hand they can add the weapon's damage rating to their armour rating for the turn. This does not protect against firearms.
***** Rending: By spending a Willpower point before making an attack roll, any successful attack also causes an aggravated wound. The Willpower point does not add to the attack roll.
Improvised Melee (Style):
Cost: * to ***
Pre: Wits ***, Weaponry ***
* Always armed: The character can always find something to use as a weapon. At the start of the turn, the character rolls Wits + Weaponry to grab a suitable object. Regardless of what is picked up, the weapon is; +0 Weapon Modifier, -1 Initiative Penalty, Size 1, Durability 2, Structure 4. Exceptional successes increase weapon modifier and size by 1, but reduce initiative penalty to -2. Using this weapon does not impose the normal -1 attack penalty.
** In Harm's Way: While the character is wielding an improvised weapon acquired through Always Armed, a character is skilled at putting the item in the way of an oncoming attack. Use the Structure of the item as general armour against a single Brawl or Weaponry attack. This bonus only works when applying defense to an attack, and the weapon can be used later the same turn to attack with. The weapon will suffer the same amount of damage as the character does, ignoring Durability.
*** Breaking Point: When making an all-out attack with a weapon acquired with Always Armed, a character can decrease the Structure of the weapon by 2 which in turn increases the weapon modifier by 1 for that attack. Declare the Structure loss before the attack is rolled, and the item loses the structure regardless of whether the attack is successful or not. Provided the weapon was not destroyed, it is possible for a character to use In Harm's Way and Breaking Point in the same turn.[/olist]
Iron Chin (Style):
Cost: ** or ****
Pre: Resolve ***, Stamina ***
** - Does not suffer the beaten down tilt from any amount of bashing damage
**** - Does not suffer the beaten down tilt at all
Iron Skin:
Cost: ** or ****
Pre: Martial Arts ** OR Street Fighting **, Stamina **
The character gains armour against bashing attacks, 1 with ** and 2 with ****. A willpower point can be spent to convert lethal damage to bashing, again 1 point with ** and 2 with ****.
Knife Fighting, Spetsnaz/Special Forces (Style):
Cost: * to ****
Pre: Dexterity ***, Weaponry ***
* Anticipate Attack - Can substitute Weaponry rating for Composure to determine Initiative modifier.
** Advantageous Angle - Target suffers a -1 to their Defense. This maneuver can be made every other turn.
*** Vital Attack - Attacks made with a knife have Armour Piercing 1, and all penalties to target specific body parts are reduced by -1.
**** Slash and Stab - Can make a second knife attack at -1, but the character suffers a -1 penalty to Defense against the following attack.
Light Weapons (Style):
Cost: * to *****
Pre: Wits *** OR Fighting Finesse, Dexterity ***, Athletics ***, Weaponry **
* Rapidity: A character can sacrifice the weapon damage rating to add their Weaponry level to their Initiative for one turn. The weapon becomes a weapon with a damage modifier of 0.
** Thrust: A character can substitute points of Defense one for one to increase their attack pool, provided they have not used their defense already that turn or sacrifice it in favour of another action, such as an All Out Attack.
*** Feint: The character forgoes the weapon damage in one round in order to increase the damage the following round. The next attack ignores a target's defense equal to the total of rolled successes plus the damage modifer, and grants bonus to damage equal to the number of successes rolled.
**** Flurry: Provided the character has not used up all of or sacrificed their defense, the flurry of blows from the character's weapon cause any and all targets within range a single point of lethal damage. Cannot be used in a turn when the character actively dodges.
***** Vital Shot: The character sacrifices all of their defense for the turn, and the weapon causes a single point of aggravated damage in addition to any normally caused.
Loaded for Bear:
Cost: * or **
Pre: Athletics *, Survival *
When you go into a situation expecting trouble, you come prepared. Extra ammo, pipe bombs in cargo pockets, a bandolier of grenades, whatever it takes.
With one dot of this Merit, you gain an extra free “reload” of a weapon, including single shot weapons, during a scene.
Taking two dots in this Merit allows two free “reloads” after running out of ammo, whether by rolling a dramatic failure or following burst fire.
Marksmanship (Style):
Cost: * to ****
Pre: Composure ***, Resolve ***, Firearms ***
* Through the Crosshairs: Maximum bonus to Firearms for aiming is equal to Composure + Firearms, rather than 3.
** Precision Shot: Can reduce the damage bonus of a firearm in order to remove a negative penalty for targeting a body part.
*** A Shot Rings Out: Will never hit an unintended target.
**** Ghost: Firearms skill is a negative modifier to any Perception test to spot the character, or Investigations when investigating the scene afterwards.
Martial Arts: General, Kung Fu, Karate (Style):
Cost: * to *****
Pre: Resolve ***, Dexterity***, Athletics **, Brawl **
* Focused Attack: Ignore one point of armour on any target and reduce penalties for targeting body parts by 1.
OR Leg Kick: Character can kick the legs out from under an opponent. By reducing their Defense by 1, if they cause damage with their Brawl attack they cause the Leg Wrack tilt.
** Defensive Strike: Can add 1 or 2 points to defense, at an equal cost to the character's own attack rolls. Cannot be used in a dodge.
OR Cutting Elbow: The character targets the scalp with their elbow, to open up a bleeding wound there. Attacking with a -2 penalty to inflict the Blinded tilt on an opponent provided the attack causes at least one wound
*** Whirlwind Strike: Provided the character is not dodging and has their defense available to them, any opponent stepping within arm's reach takes a point of bashing damage. If the character spends a point of Willpower, this becomes two bashing damage for a single turn.
OR Trapping: The character controls the opponents limbs so they can't be used to block the character's own attacks. If the character hits with a Brawl attack, they may set aside any of the successes (upto their Brawl skill rating) and add these to their Brawl attack next turn. If all successes are set aside, the first blow causes no damage but sets up the second attack
**** Hand a as Weapon: Unarmed strikes cause lethal damage.
OR Inch Force: Character can hit hard over very short distances. This allows the character an immediate counter-punch per turn as an additional reflexive action (only one per turn). Roll Strength + Brawl - Defense as usual. If the character succeeds, they automatically avoid the grapple and cause standard Brawl damage as well
***** Touch of Death: Unarmed strikes count as a weapon with damage rating of 2.
OR High Momentum Strike: If the character has a higher initiative than their target, they may hold their attack. Once their opponent has attacked if they fail (score 0 successes) then the character may use a fancy counterattack that is difficult to pull off, such as a tornado kick or spinning backfist. This knocks the target down and allows the character to roll their Brawl rating in dice for additional damage.
Martial Arts: Filipino (Style):
Cost: * to ****
Pre: Dexterity ***, Weaponry ***
* Lock and Block - Roll Strength + Weaponry against a target's attack. If successful, the character captures the target's attacking arm and grapples it. Optional: May add Defense to the roll as it is a defensive move, however cannot then make use of Defense against the next attack.
** Disarm - Roll Dexterity + Weaponry, and if it is equal to or exceeds the target's Stamina rating then they drop their weapon, causing half the successes as bashing damage.
*** Off-Balancing Attack - Attack is made with a -2 penalty, but if successful the target takes full damage and suffers a -3 penalty to their next attack.
**** Many-Handed Defense - Character can apply their full dodge bonus to all attacks in a combat.
Phalanx Fighter:
Cost: **
Pre: Weapon and Shield **, Spear and Bayonet *
Character is trained to wield a spear alongside a shield.
Does not increase the spear's Strength requirements for using it one handed as long as they're also using a shield.
Can use a spear for any weapon or shield maneuver.
Police Tactics (Style):
Cost: * to ***
Pre: Brawl **, Weaponry *
* Compliance Hold: Gain a +2 bonus to overpowering rolls, such as disarming or immobilising a target.
** Weapon Retention: When a target tries to turn the character's weapon against them, they must exceed the character's Weaponry skill to succeed.
*** Speed Cuff: Against an immobilised target, the character can apply handcuffs or other restraints as a reflexive action.[/olist]
Powered Projectile (Style):
Cost: * to ****
Pre: Dexterity ***, Athletics **, Firearms **
Character is comfortable using pre-modern weapons such as slings, crossbows, blowguns, etc.
* Quick Reload: Character can reload one turn faster than normal (minimum of 1 turn)
** Intercept Shot: Character can shoot a projectile out of the air with their own (not bullets). Any turn the character spends aiming they can make an attack against a ranged projectile, with an additional -2 penalty (on top of the usual for targeting a small object). A successful hit deflects the projectile a number of meters equal to the damage in a random direction
*** Penetration: Character can add +2 to their weapon's armour piercing rating for their next attack
Drawback: This maneuver requires concentration. The character loses their defense for the turn that they use this maneuver
**** Skewer: Character can use projectiles to impale parts of the target's anatomy. With a -2 penalty to attack, any inflicted tilts require the target to roll Stamina + Strength - damage inflicted to remove a projectile before the tilt is resolved
Retain Weapon:
Cost: **
Pre: Wits **, Brawl **
When an opponent tries to use the Disarm or Control Weapon maneuver, reduce their successes by the character's level in Brawl.
Roadkill:
Cost: ***
Pre: Aggressive Driving **
When using a vehicle to hit an opponent, the character adds 2 additional successes per 20mph their vehicle is traveling instead of 1. They inflict the Knocked Down tilt on an opponent even if they miss.
Shiv:
Cost: * or **
Pre: Street Fighting **, Weaponry *
Can carry small, concealable weapons with ease. 1 dot is a weapon with a rating of 0, 2 dots has a rating of 1. Character may use the Brawl skill when fighting with this weapon and all opponents trying to detect the weapon take a penalty equal to the character's Weaponry skill.
Sniping (Style):
Cost: * to *****
Pre: Dexterity ***, Resolve ***, Firearms ***, Stealth ***
* On Scope - Increase bonus for aiming of semi-automatic rifles to Composure +1, and bolt, bolt and lever-action rifles to Composure +2. Gains a +2 to Perception tests when using a scope or binoculars.
** Battlesight Zero - Whenever a character sets the sights on a rifle that they then use, they double the number of attacks that receive this bonus. In addition, ranges are increased. Short range (+Wits x5yards), Medium (+Wits x10yards) and Long (+Wits x15yards).
*** Focused Shot - Wound, environmental and other penalties to shoot a rifle are reduced by the character's Resolve rating.
**** Tactical Intervention - Halve (round down) all penalties for shooting a rifle into close combat or concealment of the target.
***** One Shot, One Kill - By spending a Willpower point, can add the weapon's damage rating directly to damage as extra successes instead of to the dice pool. 9-again and 8-again still increase the number of successes, however.
Spear and Bayonet (Style):
Cost: * to ***
Pre: Strength ***, Dexterity ***, Weaponry **
* Firm Footing: Character can brace against a charging opponent. When performing an all-out-attack against the character, the target automatically receives the damage rating of the weapon minus armour. However any further attack from the character in the same turn will not be affected by the armour
** Keep at Bay: Character can threaten an opponent with the weapon to keep them from moving, provided the target has a shorter weapon. If they don't dodge or back away, then the target loses their defense against the character's next attack
Drawback: Requires the expenditure of 1 Willpower point
*** Strike and Develop: After causing a wound, the character twists the blade to worsen the effects of the injury before withdrawing the weapon. A successful attack with this weapon will cause the target to suffer 1 additional lethal damage per turn equal to the successes of the initialy attack. New attacks will lengthen the period of this bleeding, but will not increase the blood loss or damage. Character loses their defense whenever they attempt this maneuver.
Staff Fighting (Style):
Cost: * to ****
Pre: Strength **, Dexterity ***, Weaponry **
* Short Grip: Changes grip, removes the +1 to defense but gains a +1 to attack due to extended length of the weapon
** Thwack Weapon: Character can disarm with the staff on a roll of Strength + Weaponry contested by Strength + Athletics.
*** Vaulting Defense: By spending a point of Willpower, the character can reposition themselves in the combat and add their dots in Weaponry to their defense to one attack for that turn
**** Tornado Strike: Character spins and the staff is treated like an autofire medium burst weapon against up to 3 targets within range.
Staff Fighting, Advanced (Style):
Cost: * to ***
Pre: Strength ***, Dexterity ***, Weaponry ***
Can use polearms and staves to greater effect.
* Trip - Contested roll against target's Dexterity + Athletics. If successful, target receives 1B damage and is Knocked Down.
** Temple Strike - Attack is at -3, and if the damage exceeds the target's size the target falls unconscious for a number of turns equal to the damage done.
*** Dangerous Radius - Make a normal attack roll (Strength + Weaponry + Weapon Bonuses) but take away 1 dice from the pool per target within 3 yards of the character. Successes are calculated as damage to all within 3yds. However, this will also affect all friendly characters in the 3yd radius.
Street Fighting (Style):
Cost: * to *****
Pre: Stamina ***, Composure ***, Brawl **, Streetwise **
* Duck and Weave: Reflexively take a 1 dice penalty to other skills in order to use the greater of Wits or Dexterity when calculating Defense.
** Knocking the Wind Out: If the character makes a successful unarmed attack, the target suffers a -1 penalty to their own next action.
*** Kick 'Em When They're Down: Any time the character's successes on an attack roll are greater than the Stamina of the target, the target suffers the Knocked Down Tilt. Additionally, any time the character is close enough to strike when an opponent is rising back to their feet the character can reflexively cause 2 bashing damage to them.
**** One Two Punch: Whenever the character successfully lands an unarmed attack, they can spend a Willpower point to cause an additional 2 bashing damage from a follow-up blow.
***** Last Ditch Effort: Whenever the character is about to take a hit or get overpowered, they can spend a point of Willpower reflexively and sacrifice their defense, granting them an attack against their opponent unless they have already spent a Willpower point.
Street Fighting: Kino Mutai (Style):
Cost: * to ****
Pre: Dexterity **, Resolve **, Brawl **
The character fights dirty, biting ears or gouging eyes.
* Trained Bite: If the character prevails in a grapple, they may bite harder than normal and with the Damage maneuver and inflicting +2 bashing damage.
** Ripping: The character will target soft, loose body parts to attack and whilst non-life threatening, they are painful. If the character wins a grapple roll with more successes than the target's Resolve, they may use this maneuver which inflicts the Agony tilt but only inflicts 1 point of damage.
*** Trained Gouge: While grappling, the character can drive their fingers into an enemy's eyes if they have scored 3 or more successes on the grapple maneuver. This inflicts the Blinded tilt until the target breaks free of the attack, or the character chooses to or is forced to end the maneuver.
**** Continuous Bite: In a grapple, the character may inflict lethal damage when using the Damage maneuver by tearing of strips of flesh
Strength Performance (Style):
Cost: * to ****
Pre: Strength ***, Stamina **, Athletics **
At *** or ****, the character can "bulk up" and go up a size. They must have had the *** rating for at least a year to represent the increased muscles and size, and gives the character the option of purchasing the giant merit in-game. If the character is already giant they stay at size 6. This change in size is optional
* Strength Tricks: Character benefits from a +2 to Performance and Intimidation when they can demonstrate their strength, and an additional +1 to other non-combat feats of strength.
** Lifting: When the character attempts a Strength + Stamina roll, they can the rote benefit and can re-roll failed dice. This does not include running, jumping but does include damage to inanimate objects, in which case the damage bonus cannot be great than Strength + Stamina
*** Push/Pull: Character can move an object as if their strength was doubled or, if the object is on wheels or has minimal friction, strength x5.
**** Stronger than You: When rolling any strength based roll, if the character succeeds they automatically add +1 success to their total. This does apply to combat
Strong Back:
Cost: *
Pre: Strength **
Character gains +1 to actions involving lifting or carrying heavy weights.
Systema (Style):
Cost: * to ***
Pre: Dexterity ***, Athletics ***, Wits **
Represents the Systema martial art, but can also include Aikido, Tai Chi or other "soft" martial arts that favour movement over hardness.
* Rolling: When knocked prone, the character can roll to face any direction and does not suffer the -2 penalty to attack while Knocked Down. If they suffer any damage when being knocked down, the character can roll their Dexterity with each success removing 1 level of damage .This benefit will add to any other action that might mitigate the damage
** Balance: Opponents trying to apply Knock Down or Drop Prone tilts to the character must succeed by 2 additional levels due to the character rolling, dodging and otherwise moving with the blow
*** Combat Posture: Whenever a character's attack successes equal or exceed the strength of an opponent, they automatically inflict the Knocked Down tilt. If the damage would already cause this tilt, then the damage is increased by +1 due to the force of the Knock Down.
Thrown Weapons (Style):
Cost: * to **
Pre: Dexterity ***, Athletics **, Quick Draw with thrown weapon speciality *
Can perform these maneuvers with weapons no larger than size 1
* Practiced Toss: The character can add their Athletics score to their initiative when using this maneuver
** Impalement Arts: If the character succeeds in damaging a specified arm, leg, hand or foot target they inflict the Impaled tilt.
Drawback - Character loses their defense when using this maneuver due to the concentration and focus it requires
Transfer Maneuver:
Cost: Same cost as original maneuver
Pre: Intelligence **, Wits ***, At least *** in the original skill that the maneuver applies to
Allows an armed maneuver to be used unarmed, and vice versa.
Trigger Discipline:
Cost: *
Pre: Wits **, Firearms **
Your character is a disciplined shooter, able to maximize her shots and conserve ammo appropriately.
Choose a type of firearm when you choose this Merit: Pistol, Shotgun, Rifle, Thrown, Heavy Weapons.
Increase the weapon’s effective capacity in your hands by one level. For weapons already at high capacity, this allows an additional long burst. You may choose this Merit multiple times, each time selecting a different category of firearms.
Trunk Squeeze:
Cost: *
Pre: Brawl **
Character can wrap their arms and legs around a target's torso and squeeze, crushing the life out of them.
While grappling the character can inflict 1 point of bashing damage and impose a cumulative -1 penalty to the opponent's grappling rolls for each round the maneuver is maintained.
This does not work on targets who do not need to breathe, or who are 2 sizes larger than the character.
Two Weapon Fighting Style (Style):
Cost: * to ****
Pre: Wits ***, Fighting Finesse **, Weaponry ***
Unless the character has the ambidexterity advantage, they suffer the standard -2 to attack with this maneuver.
* Balance Grip: The character does not count their weapon's initiative penalties provided the smaller weapon in their off-hand is smaller than or equal to the primary weapon
** Protective Striking: Character uses the off-hand to deflect attacks, as part of an all-attack melee attack. Add the off-hand weapon's bonus to the character's attack, or +1 if it does not possess one, and +1 to Defense
*** Dual Swipe: Character attacks with both weapons at once as part of an all-out attack. Add the off-hand weapon's bonus to the character's attack, or +1 if it does not possess one, and reduce their defense by -1.
**** Double Strike: By spending a point of Willpower, the character can target two different target in close range. The character matches their attack to the highest of the two opponent's Defenses, and deduct -1 from the dice pool. The character chooses which damage targets which opponent, and this cannot be used with Dual Swipe
Unarmed Defense (Style):
Cost: * to *****
Pre: Dexterity ***, Drawl **, Defensive Combat: Brawl
* Like a Book: When facing an unarmed opponent and not dodging, the character can add half of their Brawl skill to their defense.
** Studied Style: Attacks from a selected target do not reduce the character's defense score, and if ever the target's attack pool falls to zero then further attacks against the character lose the 10-again quality.
*** Redirect: When the character dodges while facing more than one opponent, if his Defense roll reduces the target's Attack pool to zero then the target must roll to attack one of their nearby friends instead.
**** Joint Strike: Rolling Strength + Brawl instead of Defense, the character lashes out against a joint or limb in an attempt to cripple the person. If the roll scores more successes than the attacker, every additional success causes the target one bashing damage. This also inflicts the Arm Wrack or Leg Wrack Tilt.
***** Like the Breeze: When dodging, if the character's Defense Roll reduces the attacker's attack pool to zero then they are pushed to the ground and gain the Knocked Down Tilt.
Weapon and Shield (Style):
Cost: * to ****
Pre: Strength ***, Stamina ***, Weaponry **
Can fight in a formation with a shield and weapon
* Shield Bash: Character slams their shield into an opponent. When dodging, add the shield's Size to their defense pool. If the character reduces their opponent's dice pool to 0 then any additional successes cause 1 point of Bashing damage.
** Boar's Snout: Character can charge forward with an all-out-attack, and still benefit from the shield's Size bonus to defense whilst attacking with the weapon. If there are more than 1 involved in the shield wall, then add +1 to Defense for each
*** Pin Weapon: If an opponent misses a Weaponry attack, they are automatically disarmed
**** Tortoise Shell: When using a shield in formation, the character is considered behind cover with Durability equal to the shield's Size, +1 for each additional shield wielding ally in their immediate vicinity.
Weaponry Dodge (Style):
Cost: *
Pre: Strength **, Weaponry *
Whenever character performs a dodge, they may add their Weaponry skill level to their dice pool instead of doubling their Dodge value.
Can use this against incoming Weaponry attacks or firearm attacks made in close combat.
Character can move up to Speed and still perform a Brawling Dodge action.
Can only use Brawling Dodge or Weapon Dodge in a turn, but can possess both skills.