[ [[farne:rules:combat_styles|Combat Styles]] ] ====== Homebrew ====== ===== Brawling Finesse ===== ==== Prerequisites ==== * Dexterity 3 * Brawl 2 ==== Effects ==== - //n/a// - Your character prefers to fight with a chosen unarmed combat style in a manner that favors agility over power. With that one style (Evasive Striking or Krav Maga, for example), you may substitute your character's Dexterity for Strength when making attack rolls. Note: This merit does not apply to grappling-based combat rolls. This Merit may be purchased multiple times to gain agility with more unarmed combat styles, one for each purchase. ====== WoD "Blue Book" ====== ===== Brawling Dodge ===== ==== Prerequisites ==== * Strength 2 * Brawl 1 ==== Effects ==== - Whenever your character performs a dodge (see 'Dodge,' p. 156), you can choose to add his Brawl Skill dots to his Defense instead of doubling his Defense. He essentially draws on his training in blocking and evading attacks rather than relying on his raw ability alone. While this might provide little benefit to a brawling novice, it can give the advanced fighter an edge. Brawling Dodge applies against incoming Brawl- and Weaponry-based attacks, against thrown-weapon attacks, and against Firearms attacks made within close-combat range. Your character can move up to his Speed and perform a Brawling Dodge maneuver in a turn. A character can possess both the Brawling Dodge and Weaponry Dodge Merits, but only one can be used per turn. ===== Disarm ===== ==== Prerequisites ==== * Dexterity 3 * Weaponry 2 ==== Effects ==== - //n/a// - Your character has refined his Weaponry Skill to the extent that he can use a weapon to disarm opponents in close combat. 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. A weapon lands a number of yards away from the opponent equal to your successes rolled. Disarming is a different activity than specifically attacking or breaking weapons or items carried by opponents. See 'Equipment' (p. 139) for rules on doing that.