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Suicidesoldier#1
Captain

Fanatical Zealot

PostPosted: Fri Dec 24, 2010 8:46 pm


Merits




(Some merits are available at character creation only)

Physical Merits

  • Ambidextrous
  • Brawling Dodge-
  • Disarm-
  • Fast Reflexes-
  • Fighting Finesse-
  • Fleet of Foot-
  • Fresh Start- New life
  • Giant-
  • Gunslinger
  • Iron Stamina
  • Iron Stomach
  • Natural Immunity
  • Quick Draw
  • Quick Healer
  • Strong Back
  • Strong Lungs
  • Stunt Driver
  • Toxin Resistance
  • Weaponry Dodge


Mental Merits

  • Common Sense
  • Encyclopedic Knowledge
  • Eidetic Memory
  • Holistic Awareness
  • Language
  • Meditative Mind
  • Unseen Sense


Social Merits


  • Allies
  • Barfly
  • Contacts
  • Fame
  • Inspiring
  • Mentor
  • Resources
  • Retainer
  • Status
  • Striking Looks
PostPosted: Fri Dec 24, 2010 8:46 pm


Fighting Styles



  • Fighting Style: Archery (WOD: World of Darkness: Armory)
  • Fighting Style: Boxing (WOD: World of Darkness: Storytelling System Rulebook)
  • Fighting Style: Brute Force (PTC: Strange Alchemies)
  • Fighting Style: Chain Weapons (WOD: World of Darkness: Armory)
  • Fighting Style: Combat Marksmanship (WOD: World of Darkness: Armory)
  • Fighting Style: Fencing (WOD: World of Darkness: Armory)
  • Fighting Style: Filipino Martial Arts (WOD: World of Darkness: Armory)
  • Fighting Style: Formation Tactics (VTR: Requiem for Rome)
  • Fighting Style: Gladiatorial (VTR: Requiem for Rome)
  • Fighting Style: Kung Fu (WOD: World of Darkness: Storytelling System Rulebook)
  • Fighting Style: Sniping (WOD: World of Darkness: Armory)
  • Fighting Style: Spetsnaz Knife Fighting (WOD: World of Darkness: Armory)
  • Fighting Style: Staff Fighting (WOD: World of Darkness: Armory)
  • Fighting Style: Swarm Tactics (VTR: Carthians)
  • Fighting Style: Two Weapons (WOD: World of Darkness: Storytelling System Rulebook)

  • EOD- Explosive Ordinance Disposal
  • Technophile-


Suicidesoldier#1
Captain

Fanatical Zealot


Suicidesoldier#1
Captain

Fanatical Zealot

PostPosted: Fri Dec 24, 2010 8:47 pm


In Depth Look at Basic Merits


Merits




(Some merits are available at character creation only)

Physical Merits

  • Ambidextrous 3- No -2 for offhand.
  • Brawling Dodge 1- Substitute doubling defense for defense +brawl
  • Disarm 2- Use weapon to disarm opponent; When making a normal attack,
    compare your successes to the opponent's Dexterity. If you
    get a number of successes equal to or greater than the
    opponent's Dexterity, you can choose to have your character
    disarm him instead of doing damage.
  • Fast Reflexes 1-2- +1 Initiative per dot (Up to 2)
  • Fighting Finesse 2- Substitute strength for Dexterity (For a specific weapon; the merit must be repurchased for different weapons.)
  • Fleet of Foot 1-3- 1, 2, or 3 plus in speed
  • Fresh Start 1- Increase initiative above opponent; takes one turn (Prerequisites: Fast Reflexes)
  • Giant 4- Increase size by 1
  • Gunslinger 3- Can use two Guns (But still -3 if not ambidextrous)
  • Iron Stamina 1-3- Each dot eliminates a negative modifier (on a one-for-one basis) when resisting the effects of fatigue or injury. For example: A character with Iron Stamina 2 is able to ignore up to a -2 modifier brought on by fatigue. The Merit also counteracts the effects of wound penalties. So, if all of your character's Health boxes are filled (which normally imposes a -3 penalty to his actions) and he has Iron Stamina ¥, those penalties are reduced to -2. This Merit cannot be used to gain positive modifiers for actions, only to cancel out negative ones
  • Iron Stomach 2- Can eat almost anything. Add two dice to appropriate Survival rolls. Add three to
    Stamina to resist deprivation
  • Natural Immunity 1- Your character gains a +2 modifier on Stamina
    rolls to resist infection, sickness and disease. His immune
    system is exceptionally effective at resisting infections,
    viruses and bacteria. Your character can probably count
    on one hand the number of times heÕs been seriously ill.
  • Quick Draw 1- Your character can draw a pistol and fire or pull a melee weapon and attack without penalty as a single
  • Quick Healer 4- Your character's healing abilities are remarkable, allowing him to bounce back quickly from injuries that would leave most people bedridden for months. Your character recovers from injuries in half the time that others do. One point of bashing damage is healed in eight minutes. One point of lethal damage is healed in one day. One point of aggravated damage is healed in four days.
  • Strong Back 1- Your character gains a +1 modifier to actions involving lifting or carrying heavy weights.
  • Strong Lungs 3- Your character is practiced at holding his breath for long periods of time. He might be a pearl diver or escape artist, capable of staying underwater without aid for longer than most people believe is possible. When determining how long your character
  • Stunt Driver 3- Your character can drive a vehicle and perform an unrelated action (e.g., fire a gun, punch another
    passenger) in the same turn.
  • Toxin Resistance 2- Your character gains a +2 modifier to Stamina rolls to resist the effects of drugs, poisons and toxins. His body is capable of withstanding high levels of chemicals without suffering any ill effects. He's probably never had
    a case of food poisoning, much less a hangover.
  • Weaponry Dodge 1- Substitute doubling defense for defense +weaponry




Mental Merits

  • Common Sense 4- The Storyteller can make a reflexive Wits + Composure roll once per chapter for your character if he is about to embark on a disastrous course of action, or if you find yourself at a point in the story where you're completely stumped for ideas. If the roll succeeds, the Storyteller may point out the risks of a particular course, or suggest possible actions that your character can take that might get events back on track.
  • Encyclopedic Knowledge 4- Dramatic Failure: Your Character comes up with a false fact. Failure: Your character fails to remember. Success: Your character remembers a detail or fact that sheds some light on the situation. Exceptional Success: Your character recalls a number of useful details that provide extensive insight.
  • Eidetic Memory 2- Awesome memory; no roll necessary for basic memory rolls. As well, a +2 to intelligence rolls in stressful situations.
  • Meditative Mind 1- Effect: Your character can effortlessly enter a meditative state when she chooses, and can remain in it for as long as she wishes. All environmental penalties imposed to Wits + Composure rolls to meditate are ignored. Not
    even wound penalties apply to your character's efforts to
    focus.
  • Unseen Sense 3- Supernatural Detection.
  • Danger Sense 2- You gain a +2 modifier on reflexive Wits + Composure rolls for your character to detect an impending ambush. This kind of roll is typically made prior to the first turn of a surprise attack.
  • Language 1-3 Your character knows an additional language besides his own. One dot in this Merit means that he can read, write and speak an extra language with minimal fluency. Two dots indicate that he is literate and conversationally fluent. Three dots indicate that he can speak the language like a native and is well-read in it. You must specify which language your character is familiar with when purchasing this Merit.
  • Hollistic Awareness 3Dramatic Failure: Your character misdiagnoses or mistreats the problem, making it worse. The patient does not heal more quickly (he maintains normal healing
    times). He does, however, suffer an additional point of bashing damage. Your character cannot try to heal the patient again for his current injuries.
    Failure: The treatment has no effect and normal healing times apply to any bashing wounds or to a single lethal wound. If the Storyteller allows, your character can make a successive attempt to try again that day (see p. 132). If still no successes are gained to heal a single lethal wound or one or more bashing wounds, those must be allowed to heal naturally before another effort can be
    made. Thus, if no successes are rolled to heal one of a patient's lethal wounds, that wound must heal naturally over two days before your character can try to heal another lethal wound.

    Success: Your character's treatment is rewarding and the patient's healing time that day is halved.
    Exceptional Success: The patient responds remarkably well to treatment. You can skip tomorrow's roll altogether. It's automatically assumed to succeed. In that case, two lethal wounds can be healed in two days.

    Suggested Equipment: Holistic medicines (+1), healing-
    touch manuals (+1), body-purifying foods and liquids
    (+1)
    Possible Penalties: Lack of remedies (-1 to -4), noisy
    environment (-1),




Social Merits


  • Allies 1-5- Each dot that your character has indicates how deep his influence runs in that group. One dot might mean he
    can ask for minor favors, such as being spared a parking
    ticket if alliance is among police, or being allowed to see
    an article before it goes to press if alliance is among reporters.
    Three dots garner considerable favors, such as a
    building permit ongoing missing at City Hall, or a strike
    resolution being wrapped up early among union leaders.
    Five dots allow for dangerous and even overtly criminal
    favors, such as a stock being sabotaged on Wall Street or
    the answers to an exam being shared by a university professor.
  • Barfly 1- No matter what town or city your character is in, he can find his way into the best nightspots with a few quick words and a timely bribe. There isn't a velvet rope made that can keep him out of a restaurant or club.
  • Contacts 1-5- Contacts provide your character information in a particular area of awareness. Each dot in this Merit represents one arena or circle in which your character has a web of connections and from which he may draw information. If he has Contacts 3, his dots might be assigned to computer hackers, couriers and big business, respectively. Contacts can include individuals whom you or the Storyteller defines, but more likely they comprise an array of people from whom your character can draw information with a phone call, email or face-to-face query. Contacts is strictly information-gathering. Contacts do not come perform services for your character or rush to his aid. Those actions are the purview of other Merits such as Allies and Retainer.
  • Fame 1-3- Your character has a measure of recognition in today's media-saturated society, possibly as a performer, athlete, politician or other sort of public personality. He's
    frequently identified and can often get star treatment. On the other hand, it's difficult for your character to go places without being recognized, and the media watches him carefully. Each dot adds a +1 modifier to your character's Socialize (or Persuasion, where applicable) rolls among those who are impressed by his celebrity status.
  • Inspiring 4- Your character is able to rally others in times of great distress, renewing their courage and determination
    in the face of adversity. Once per game session, your character can exhort those around him to redouble their efforts in the face of great stress or danger. Make a Presence + Persuasion roll. If the roll succeeds, any individuals who actively assist your character and who are within earshot regain one spent Willpower point
  • Mentor 1-5- This Merit gives your character a friend and teacher who provides her with advice and guidance. Your character's mentor acts on her behalf, although the Storyteller determines exactly how. A mentor usually offers advice, allowing the Storyteller to use him to help guide your character through tough situations. A mentor may also use his influence or abilities to help your character out, although he probably wants to see his charge do things for herself. A mentor is likely to give up in disgust on a pupil who constantly asks for aid. Mentors may also ask for something in return for their assistance, which can lead your character into some interesting situations.
  • Resources 1-5- One dot suggests low disposable income: $500 a month and approximately $1,000 worth of assets. Two dots suggest moderate disposable income: $1,000 a month and approximately $5000 worth of assets. Three dots suggest significant disposable income: $2000 a month and maybe $10,000 worth of assets. Four dots suggest substantial disposable income: $10,000 a month and $500,000 worth of assets. Five dots suggest significant wealth: $50,000 a month and as much as $5,000,000 worth of assets.
  • Retainer 1-5- Each acquisition of this Merit grants your character one follower. Dots spent in the trait indicate the training, capability or flexibility of the aide. One dot suggests a child, an automaton or a madman with limited capabilities and freedom of thought. Two dots indicate an ordinary person over whom your character has sway. The servant is completely mundane and has no particular training above the human norm (he has two dots in all of his Attributes and Skills). Three dots represent a capable employee with a range of training at his disposal (three or four of his traits have three dots). Four dots represent a valued and irreplaceable assistant (someone with a handful of traits with four dots each). Five dots indicate an extraordinary follower. He is exceptional in many ways (five dots in a couple traits, and four in
    many others) or he may be capable of supernatural feats. Retainer is different from Allies in that no roll is ever made to get results from an aide. He performs the task requested, unless subjected to repeated abuse or an utterly intolerable assignment If your retainer is ever hurt he may be incapable of service while recovering. If he is killed, he's lost forever unless supernatural in origin. A retainer who possesses his own will and who is forced to perform a duty that offends his sensibilities or defies his morals may abandon your character, temporarily or permanently. Points spent to acquire a retainer who is killed or driven off are lost.
  • Status 1-5- Your character has standing, credentials, authority or respect within an organization, group, company or social body. He might have an official position or title, or might simply be revered and honored within the group and therefore accorded a degree of authority. Your character might be a company vice president, a police sergeant or lieutenant, an army corporal or a nurse at a hospital. Or he could be a lowly member of the group whom everyone likes or who has won some acclaim and is allowed more standing than he is officially entitled.
  • Striking Looks 2 or 4- Your character is exceptionally attractive by modern standards; heads turn and conversations stop when she enters a room. For two dots, your character gets a +1 modifier to all Presence or Manipulation rolls when she attempts to use her looks to entertain, persuade, distract or deceive others. For four dots, your character's looks are angelic; she gets a +2 modifier.
PostPosted: Fri Dec 24, 2010 8:48 pm


In Depth look at Fighting Merits


Boxing (• to •••••)
Prerequisites: Strength 3, Stamina 2 and Brawl 2

Effect: Your character is trained in the art of boxing, able to deliver swift, powerful punches, and to duck and weave away from opponent's attacks. He might have participated in the sport in high school or college, or made a go of it professionally. Or he might have taken some classes at the local health club as a form of exercise. Dots purchased in this Merit allow access to special combat maneuvers. Each maneuver is a prerequisite for the next. So, your character can't have Duck and Weave until he has Body Blow. The maneuvers and their effects are described below, most of which are based on the Brawl Skill.



Body Blow (•): Your character can deliver powerful blows that leave opponents reeling and gasping for air. If successes inflicted in a single Brawl attack equal or exceed a target's Size, the victim loses his next action.

Duck and Weave (••): Your character is trained to instinctively duck and evade an opponent's blows. Use the higher of your character's Dexterity or Wits to determine his Defense when dealing with Brawl-based attacks only (not against Weaponry attacks). If a combination of Brawl- and Weaponry-based attacks is focused on your character in the same turn, use his normal Defense against both.

Combination Blows (•••): Your character's training and experience allow him to devastate opponents with a flurry of rapid blows. He can make two Brawl attacks against the same target in a single action. The second attack suffers a -1 penalty. Drawback: Your character cannot use his Defense against any attack in the same turn in which he intends to use this maneuver. If he uses Defense against attacks that occur earlier in the Initiative roster, before he can perform this maneuver, he cannot perform the maneuver in the turn. He is too busy bobbing and weaving out of the way of attacks.

Haymaker (••••): Your character can deliver powerful, accurate blows capable of knocking an opponent unconscious with a single punch. A single Brawl attack that equals or exceeds the target's Size in damage might knock him unconscious. A Stamina roll is made for the victim. If it succeeds, he is conscious but he still loses his next action due to the Body Blow (see above). If it fails, he is unconscious for a number of turns equal to the damage done.
Drawback: Your character cannot use his Defense against any attack in the same turn in which he intends to use this maneuver. If he uses Defense against attacks that occur earlier in the Initiative roster, before he can perform this maneuver, he cannot perform the maneuver in the turn. He is too busy bobbing and weaving out of the way of attacks.

Brutal Blow (•••••): Your character's accuracy and power are such that his fists are lethal weapons, able to injure or kill opponents. A brutal blow inflicts lethal instead of bashing damage. Drawback: Spend one Willpower point per attack. Note that this Willpower expenditure does not add three dice to the attack.





Kung Fu (• to •••••)
Prerequisites: Strength 2, Dexterity 2, Stamina 2 and Brawl 2

Effect: Your character is trained in one of the many forms of Kung Fu, conditioning his mind and body for the purposes of focus and self-defense. He may have begun his training at an early age, following in the footsteps of family or friends, or he may have joined a school as an adult for the purposes of exercise or protection. Dots purchased in this Merit allow access to special combat maneuvers. Each maneuver is a prerequisite for the next. So, your character can't have Iron Skin until he has Focused Attack. The maneuvers and their effects are listed below, most of which are based on the Brawl Skill.

Focused Attack (•): Physical conditioning and accuracy allow your character to deliver blows at vulnerable spots on targets. Penalties to hit specific targets are reduced by one. See Specified Targets p. 165. Even when a specific part of an opponent is not targeted, armor penalties to your character's Brawl attacks are reduced by one.

Iron Skin (••): Your character has hardened his body to physical blows, allowing him to withstand repeated hits with minimal effect. He has an effective armor trait of 1 against bashing attacks only.

Defensive Attack (•••): Your character has mastered the ability to fight defensively. When using this maneuver, your character gains +2 to his Defense for the turn, but any attack he makes suffers a -2 penalty. He can move no more than his Speed while performing a Defense Attack maneuver in a turn.

Whirlwind Strike (••••): Your character can unleash a storm of blows against an opponent. He can make a number of extra Brawl attacks for each point of Dexterity that he has above 2 in a single action. Each extra attack is made at a cumulative -1 modifier. Thus, he can perform a total of two attacks at Dexterity 3 (the second of which is at -1), three attacks at Dexterity 4 (the third of which is at -2), and four at Dexterity 5 (the fourth of which is at -3). All attacks must be on the same target.

Lethal Strike (•••••): By focusing his might and concentration, your character can kill or maim an opponent with a well-placed strike. A strike inflicts lethal instead of bashing damage. Drawback: Spend one Willpower point per attack. Note that this Willpower expenditure does not add three dice to the attack.





Fighting Style: Archery (• to ••••)
Prerequisites: Strength 2, Dexterity 2, Athletics 2

Effect: Your character has devoted years of practice to the bow. She may be a competitive archer, a low-tech hunter or a medieval history enthusiast. Dots purchased in this Merit allow access to special combat maneuvers. Each maneuver is a prerequisite for the next. So, your character can’t have “Rapid Nock” until she has “Draw and Loose.” The maneuvers and their effects are described below. All of the following maneuvers work only with bows.

Draw and Loose (•): Your character’s arm muscles are well-toned for the demanding task of repeatedly drawing a heavy bow. She gains +1 Strength for the purposes of a bow’s minimum Strength, Damage and Range.

Rapid Nock (••): Your character can maintain a withering rate of fire. Once per turn, she may “reload” a bow as a reflexive action.

Arcing Fire (•••): Arrows, like all other projectiles, travel in ballistic arcs. Your character is a master of estimating range, wind and other factors to arc shots much farther than they would travel if fired directly. Double the Ranges of any bow your character uses.

Plunging Fire (••••): Your character can eschew direct attacks in favor of launching arrows high into the air to plummet straight down on hapless victims. Your character’s bow attacks suffer no penalties for target concealment behind solid objects, so long as the target lacks overhead protection and your character can see any part of the target by which to gauge her location. For example, a target hiding behind a log with her foot sticking out applies no penalty, but a character in a fetal curl on a van’s floorboards receives normal protection. Drawback: Your character may use this maneuver only outdoors or in enclosed spaces large enough to provide for several hundred feet of vertical flight (e.g., football stadiums).





Fighting Style: Chain Weapons (• to ••••)
Prerequisites: Strength 2, Dexterity 3, Weaponry 3

Effect: Your character is trained in the difficult art of fighting with chain weapons. Chain weapons are notoriously unpredictable unless mastered — a poorly skilled fighter is as likely to tangle or cut himself as he is to harm an opponent. Your character’s training is likely to have been formalized, having learned the skill at a martial arts dojo or perhaps in stage combat for the theater. (Note that a character using chained weapons who possesses no Dots in this Merit suffers an automatic –2 to all attack rolls.) Dots purchased with this Merit allow access to unique combat maneuvers with chain weapons. Each maneuver is a prerequisite for the subsequent maneuver. So, your character cannot have “Hand Bind” until he has “Impenetrable Defense.” These maneuvers and their effects are described below. All maneuvers are based upon the Weaponry Skill.

Impenetrable Defense (•): Your character may choose not to attack in a given turn, and instead whirl the chain in the direction of her opponent (or opponents). During the entire turn, regardless of Initiative, you may add +2 to your character’s Defense to deflect incoming blows. Your character also takes no penalty for defending against multiple opponents until she faces three attacks. The first and second attacks made against her cause no negative modifiers to her Defense.

Hand Bind (••): This defensive maneuver is made against an incoming attack (Brawl or Weaponry-based). When a foe attacks with a weapon or with his body, your character wraps the attacking limb with the chain, grappling it with a Strength + Weaponry attack. The foe’s Defense is not subtracted from this roll, but his successes on the attack roll are. If your character is successful, the limb is bound with the chain, and the opponent can attempt to escape this next turn with a Strength + Brawl roll. If the foe achieved more successes on his attack, his attack is still diminished by whatever successes you rolled on the Hand Bind roll. This maneuver must be done on the attacker’s Initiative turn, and performing this action means your character cannot make an attack this turn.

Outside Choke (•••): Your character attempts to wrap the chain around her opponent’s neck. Roll Strength + Weaponry. The victim may attempt to free himself on his next action with a Strength + Brawl roll, which is reduced by your character’s Strength +1. This maneuver is not to cause damage or kill the opponent — this maneuver is to render him unconscious by pressing the chain against the arteries of his neck, thus halting blood flow to his brain. If your character is successful on the grapple, she can begin to choke the victim on the following turn. For every turn that the choke hold is not broken, the victim suffers an additional –1 on all rolls to resist. When your character has accumulated a number of uninterrupted turns equal to the victim’s Stamina, he falls unconscious. This maneuver, when complete, causes a single point of bashing damage to the victim. This combat maneuver is ineffective against characters who need not breathe.

Whirl and Thrust (••••): Your character at this level is highly adept at using chains, and can make focused attacks with any part of the weapon. By whirling the chain a few times, she can build momentum on a single attack, which can be made with startling accuracy. On a targeted attack, you can ignore up to –2 of penalties associated with directed attacks. In other words, attacks to an opponent’s torso or limbs are done at no penalty, attacks the head would be at –1, to the hand –2 and to the eye –3. Drawback: Your character negates her Defense for the rest of the turn. If your character has applied her Defense against any incoming attack before her turn, she may not perform this maneuver.





Fighting Style: Combat Marksmanship (• to •••••)
Prerequisites: Strength ••, Dexterity ••, Composure •••, and Firearms ••

Effect: Your character is not only proficient with firearms, but has trained extensively to maintain her accuracy in the stress of combat (see “Marksmanship in Combat,” p. 51, for a discussion of these challenges). She most likely has experience in law enforcement or the military, though she may simply be a self-defense advocate or a dedicated hobbyist with uncommon self-possession. Dots purchased in this Merit allow access to special combat maneuvers. Each maneuver is a prerequisite for the next. So, your character can’t have “Tactical Reload” until she has “Shoot First.” The maneuvers and their effects are described below, most of which are based on the

Firearms Skill. Shoot First (•): Your character’s trained reflexes give her a split-second edge in a gunfight. Whenever she begins a combat with a firearm already in her hand, she gains a bonus to her Initiative roll equal to her Firearms Skill. If she also has the Quick Draw Merit for firearms (see the World of Darkness Rulebook, p. 113) and draws a firearm during the first turn of combat, this bonus is added retroactively, starting at the beginning of the second turn of combat.

Tactical Reload (••): Your character’s muscle memory enables her to reload without conscious thought. Once per turn, she may reload a firearm that feeds from a detachable magazine or use a speedloader to reload a revolver, as a reflexive action.

Double Tap (•••): When using a lever-action, pump-action or semi-automatic firearm, your character may make short burst attacks as if her gun were capable of autofire.

Bayonet Range (••••): Your character can maintain accuracy and control even when facing an opponent at arm’s length. The target’s Defense does not apply to firearm attacks your character makes within close-combat range (see p. 155, the World of Darkness Rulebook).

Rapid Fire (•••••): Your character’s concentration is such that she can unleash a hail of bullets. In a single action, she may make one extra Firearms attack for each point by which her Composure exceeds 2. Each extra attack is made at a cumulative –1 modifier. Thus, she can perform a total of two attacks at Composure 3 (the second of which is at –1), three attacks at Composure 4 (the third of which is at –2) and four at Composure 5 (the fourth of which is at –3). She must declare the targets of all attacks before rolling the first one. Each attack not directed against her initial target suffers an additional –1 penalty. All attacks made with this maneuver must be single shots. Drawback: Your character cannot use her Defense against any attack in the same turn in which she intends to use this maneuver. If she uses Defense against attacks that occur earlier in the Initiative roster, before she can perform this maneuver, she cannot use Rapid Fire this turn. In addition, your character may not use this maneuver with bolt-action or break-action firearms.



Fighting Style: Fencing (• to ••••)
Prerequisites: Dexterity •••, Weaponry •••

Effect: Your character is trained in the art of fencing. He likely learned this skill at a fencing academy, and is familiar with the sport in more than a passing capacity.

Dots purchased with this Merit allow access to unique combat maneuvers using fencing weapons. Each maneuver is a prerequisite for the subsequent maneuver. So, your character cannot have “Feint” until he has “Thrust.” These maneuvers and their effects are described below. All maneuvers are based upon the Weaponry Skill. Fencing is meant to be performed with specific swords. The maneuvers below can be used without penalty provided your character is using one of the following swords: curved sword, fencing sword, rapier or sword cane. Any other type of sword incurs a –1 penalty against any of the maneuvers listed below. (For more information on swords as melee weapons, see Chapter
One.)

Thrust (•): The thrust is a simple yet powerful attack. A fencer’s stance (one leg anchoring your character’s position and the other leg lunging him forward) gives this attack extra force. When your character makes a thrust attack, plunging the blade toward an opponent, he does so with a +1 bonus.

Feint (••): Your character knows how to make a
fake attack intended to throw off an opponent. Make a
“normal” attack roll (Strength + Weaponry), and this
roll is penalized by the opponent’s Defense, par usual.
This attack is fake; it does not strike the foe or do any
damage. If your character achieves even a single success,
however, the opponent is momentarily confused
and off-balance, and may not apply her Defense against
the next attack she suffers (which may be from your
character the following turn or may be from some other
source beforehand).

Riposte (•••): A Riposte requires an attack to be made against your character. He steps out of the way of the attack using his Dodge (i.e., her Defense, doubled).While his opponent is open, he can then make a sudden and quick attack, which is performed at a –1 penalty. However, the opponent’s Defense does not further penalize the attack roll.
Drawback: If your opponent suffers any further attacks on a turn where she has used Riposte, she cannot apply her Defense against them.

Moulinet (••••): If your character makes a successful hit on an adversary with his sword, he may then rotate his wrist and perform a quick spiral cut with the tip of the weapon. This additional cut requires no additional roll; the cut does lethal damage to the opponent equal to your character’s Dexterity. Drawback: To perform this maneuver, the character must spend a Willpower point before he makes her initial attack roll. The Willpower does not grant him the additional +3 to attack. If the initial attack roll fails, the Willpower point is wasted and the Moulinet may not be added. waza) are slightly different, the mechanics stay the same.


Japanese Fencing
Thrust (•) becomes Kaburi; instead of thrusting, your character makes an overhead attack, but the +1 modifier remains.
Feint (••) becomes Kiai. It involves shouting loudly while making a distracting maneuver.
Riposte (•••) becomes Uchiotoshi Waza, or “killing the sword.” The character may not step out of the way but instead parries the attack before her own counter-attack.
Moulinet (••••) becomes Nidan Waza, allowing one completed attack and a second quick cut with the sword.

Again, all the mechanics are the same, and the Merit works in the exact manner, though with different terms. However, the swords used are different. A character can perform kendo waza with katana, wakizashi and curved swords — using them with any other
swords incurs a –1 penalty.




Fighting Style: Filipino Martial Arts (• to ••••)
Prerequisites: Dexterity •••, Weaponry •••

Effect: Your character is trained in the art of Filipino fighting, which is often called escrima or kali. He may have learned this from an instructor or a family member. Most escrima techniques use weapons and are meant predominantly for self-defense. Dots purchased with this Merit allow access to unique combat maneuvers with blunt weapons. Each maneuver is a prerequisite for the subsequent maneuver. So, your character cannot have “Disarm” until he has “Lock and Block.” These maneuvers and their effects are described below. All maneuvers are based upon the Weaponry Skill. Note that to perform these maneuvers, a character
must have at least one blunt weapon in hand. This weapon is potentially one escrima stick (or a pair), but it can be any blunt object shorter than two feet in length. If the character wields two weapons, he still assumes the –2 penalty for off-hand attacks. Once the character reaches the fourth and final level of this style, he can then choose to use any of the maneuvers without weapons. At this stage he learns the “empty hand” techniques of escrima.

Lock and Block (•): With this move, your character uses an adversary’s momentum against her. If you succeed on a Strength + Weaponry roll, your character captures an opponent’s attacking arm in his own and gains a grapple over her (for grappling rules, ways often unparalleled in other weapon-style systems. In this case, you may apply your character’s full Defense (or Dodge) to all attacks against him in a single turn. They are not diminished at all by attacks made after the first. You may add your character’s Defense to the Strength + Weaponry roll, as he is technically making a defensive maneuver. However, if you choose to add his Defense to this attack, you may not apply his Defense against any incoming attacks that turn. If he has already applied his Defense, he may still utilize this maneuver, but he does not get to add his Defense to the roll.

Disarm (••): This allows your character to capture an incoming attack and bring his own weapon down upon a foe’s forearm, potentially forcing the enemy to drop her weapon. (Note that this is different than the Disarm Merit.) To enact this maneuver, make a normal attack roll (Dexterity + Weaponry). Compare the successes on this roll against the opponent’s Stamina. If the successes are equal to or exceed her Stamina score, she drops the weapon. This attack does cause damage to the opponent, as well. Take the successes gained on the attack roll and halve them (round up). The opponent takes this damage, bashing.

Off-Balancing Attack (•••): With this attack, your character uses his weapon to set a foe off-balance. This attack can take any form: thrusting a baton into a solar plexus, hitting a foe’s temple or the bridge of her nose or using a stick’s momentum to push her into an awkward position. The attack is made at a –2 penalty. If successful, the attack does full damage and the opponent’s next attack is made at a –3 penalty.

Many-Handed Defense (••••): Escrima practitioners know how to move and flow with the combat in ways often unparalleled in other weapon-style systems. In this case, you may apply your character’s full Defense (or Dodge) to all attacks against him in a single turn. They are not diminished at all by attacks made after
the first.



Fighting Style: Sniping (• to •••••)
Prerequisites: Dexterity •••, Resolve •••, Firearms •••, and Stealth ••

Effect: A sniper is the antithesis of a gunfighter, patient and serene rather than swift and ruthless. Your character, through life-long experience or intensive military training, is patient and skilled enough to spend hours staring through a rifle scope before taking one perfect shot that decides the fate of a hostage or a nation. Dots purchased in this Merit allow access to special combat maneuvers. Each maneuver is a prerequisite for the next. So, your character can’t have “Battlesight Zero” until she has “On Scope.” The maneuvers and their effects are described below, most of which are based on the Firearms Skill. All of the following maneuvers work only with rifles (including assault rifles).

On Scope (•): Your character has an intuitive understanding of long-range ballistics and has spent countless hours straining to pick out tiny details through a telescopic sight. The maximum bonus she may receive from aiming (see the World of Darkness Rulebook, p. 162) is increased to her Composure +1 for semi-automatic and automatic rifles and her Composure +2 for break-action, bolt-action and lever-action rifles. In addition, when using a scope or other long-range optic device (e.g., binoculars), she receives a +2 bonus to all perception rolls (see the World of Darkness Rulebook, p. 45).

Battlesight Zero (••): Once your character is familiar with the capabilities of a rifle, she can wring unparalleled performance from it. Whenever your character sights in a rifle (see “Sighting Tools,” p. 164), she doubles the number of attacks that receive the bonus from this process. In addition, whenever she makes an attack with a rifle that receives this bonus, the weapon’s short range is increased by five yards times her Wits, medium range by twice this amount and long range by three times this amount.

Focused Shot (•••): Your character can lurk motionless in ambush for days, ignoring sleep deprivation, temperature extremes and even life-threatening injuries in the name of putting lead on target. When making an aimed shot, she may ignore an amount of penalties for wounds, drugs, disease, pain, fatigue, environmental conditions and similar factors equal to her Resolve. For example, if your character has Resolve 4, has two points of Health remaining (–2), has gone without sleep for 36 hours (–2) and has ingested strong hallucinogens (–3), her aimed shots suffer only a –3 penalty instead of the –7 that affects all her other dice pools.

Tactical Intervention (••••): Split-second timing and nerves of steel enable your character to take advantage of the smallest opportunities for accurate shot placement. When making an aimed shot, all penalties for shooting into close combat and for concealment are halved, rounding down.

One Shot, One Kill (•••••): When your character picks up her rifle, people fall down. It’s just that simple. When making an aimed shot, do not add the rifle’s Damage rating to the attack dice pool (though “9 again” or “8 again” still applies if it would normally). Instead, if the attack succeeds, add the rifle’s Damage rating as extra successes. Drawback: Spend one Willpower per attack. Note that this Willpower expenditure does not add three dice to the attack.




Fighting Style: Spetsnaz Knife Fighting (• to ••••)
Prerequisites: Dexterity •••, Weaponry ••

b]Effect:/b] Your character is trained to fight effectively with a knife. This particular form of martial knife training is based upon original Spetsnaz Russian Forces training. This training is now standard among many of the world’s Special Forces. It involves holding a single-edged knife in a downward (or “reverse”) grip. Maneuvers involve a lot of quick, fluid movements complemented by
a mixture of slashing and stabbing toward vital areas. Dots purchased with this Merit allow access to unique combat maneuvers with a knife. Each maneuver is a prerequisite for the subsequent maneuver. Your character cannot have “Advantageous Angle” until he has “Anticipate Attack.” These maneuvers and their effects are described below. All maneuvers are based on
the Weaponry Skill.


Anticipate Attack (•): Those trained in Special Forces knife fighting know to move fast before incoming attacks and in response to them. To do this requires a level of anticipation and strategy even before a combat begins. At this level, your character may substitute his Weaponry score for his Composure when determining his Initiative modifier. This is only during combat situations in which your character is using an edged or pointed weapon of Size 2 or under.

Advantageous Angle (••): Your knife-wielder knows how to make a feinted attack from the side or rear in a way that grants him advantage. While normally such attacks confer no bonuses, the character is aware how to deceive an opponent into mounting a Defense against an attack that isn’t coming — and then stage an attack from a different angle. The foe’s Defense is at –1 during such an attack. Drawback: This maneuver can only be made every other turn.

Vital Attack (•••): Your character knows how to target his attacks to vital organs and other vulnerabilities. Attacks made with a knife have Armor Piercing 1, and penalties to hit specific targets or body parts (see “Specified Targets,” p.165 of the World of Darkness Rulebook) are reduced by one.

Slash and Stab (••••): Your character’s deftness with a knife allows him to make two attacks against one target in a single action. The first attack is a slash, the second a thrusting stab. The first attack is made as normal, but the second suffers a –1 penalty. Drawback: This quick maneuver leaves the character somewhat more vulnerable against the next attack coming toward him. His Defense is counted as being one less against the next attack.




Fighting Style: Staff Fighting (• to •••)
Prerequisites: Strength •••, Dexterity ••, Weaponry ••

Effect: Your character has learned to wield a quarterstaff, bo staff or jo staff effectively in combat. This is likely something she has learned from a martial practitioner. This style is sometimes called bojutsu. Dots purchased with this Merit allow access to unique combat maneuvers with polearms. Each maneuver is a prerequisite for the subsequent maneuver. Your character cannot have “Temple Strike” until she has “Trip.” These maneuvers and their effects are described below. All maneuvers are based upon the Weaponry Skill. Note that while a quarter-, bo or jo staff are the norm for this fighting style, the maneuvers are not limited to these weapons. A character can use any polearm for these maneuvers, but using other polearms with an item fighting style that isn’t one of the aforementioned three staff types requires an additional point of Weaponry (Weaponry •••). A character can also utilize improvised polearms (including post-hole diggers, scythes or other objects at least five feet in length) with this maneuvers. In such cases, the Weaponry ••• is still required, and all attack rolls are made with the appropriate improvised weapon penalties in place. Remember as well that utilizing a polearm in combat grants the wielder a +1 Defense.


Trip (•): Your character can use her polearm to trip a single opponent, hopefully sending him to the ground. It is a contested roll pitting the character’s normal attack roll against the opponent’s Dexterity + Athletics. The character’s attack is penalized by the foe’s Defense, as usual. If the opponent falls, assume Knockdown rules (per p. 168, the World of Darkness Rulebook). In this case, however, the fall to the ground incurs a single point of bashing damage to the opponent.

Temple Strike (••): Your character brings her staff against the side of her adversary’s head. The normal –3 penalty to hit the head still applies, but if the damage meets or exceeds the target’s Size, the target falls unconscious for a number of turns equal to the damage done. This damage is usually bashing, as it is meant to be performed with a blunt staff. The damage can be performed with a bladed weapon such as the naginata, however. The effect is the same, but the damage is now lethal instead of bashing.

Dangerous Radius (•••): With this technique, your character can swing her weapon in a wide arc, hitting anyone within three yards. Make a normal attack roll for the character (Strength + Weaponry + weapon bonuses). This roll receives a dice penalty equal to the number of opponents hit with this strike (to a maximum of –5 dice). Successes achieved on this roll are done as damage to all within the three-yard radius. If the weapon is a normal blunt polearm (i.e., a staff), it does bashing. If bladed, the weapon causes lethal damage. Drawback: This attack cannot distinguish between friend or foe. Any allies within the three-yard radius are hit along with enemies. The technique cannot be pulled to exclude friends from the damage.

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