Table of Contents

WoD "Blue Book"

Boxing

Prerequisites

Effects

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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

Prerequisites

Effects

  1. 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.
  2. 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.
  3. 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.
  4. 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. 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 this turn. He is too busy bobbing and weaving out of the way of attacks.
  5. 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.

Two Weapons

Prerequisites

Effects

  1. Whirling Blades - Your character's Dodge trait (Defense doubled; see p. 156) is not penalized by multiple attacks staged against him in a turn until the number of attacks exceeds his Weaponry dots, at which point each attack thereafter reduces his Dodge by -1. So, if your character (with 2 Defense and 3 Weaponry) dodges attacks in a turn, the first three incoming attacks suffer his full Dodge trait as a penalty (-4). The fourth suffers a -3 penalty, the fifth suffers a -2 penalty, and so on. Basically, your character's weapons move so quickly all about him that opponents in close combat have trouble reaching or assaulting him. Drawback: The Brawling Dodge Merit (see p. 110) cannot replace normal Dodge (Defense doubled) when this maneuver is performed.
  2. Deflect and Thrust - Your character can avoid attacks and strike back in the same motion. When using this maneuver, your character gains +2 to his Defense for the turn, but any attack he makes suffers a -2 penalty. Drawback: He can move no more than his Speed while performing a Deflect and Thrust maneuver in a turn.
  3. Focused Attack - Your character can attack a single target twice in one turn. 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 this turn. He is too busy bobbing and weaving out of the way of attacks.
  4. Fluid Attack - Your character can make a single attack on two different targets in one turn. The targets cannot be a distance apart in excess of your character's Speed trait. 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 this turn. He is too busy bobbing and weaving out of the way of attacks.

Armory

Archery

Prerequisites

Effects

  1. 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.
  2. Rapid Nock - Your character can maintain a withering rate of fire. Once per turn, she may reload a bow as a reflexive action.
  3. 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.
  4. 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).

Chain Weapons

Prerequisites

Effects

  1. 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.
  2. 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. Drawback: This maneuver must be done on the attacker’s Initiative turn, and performing this action means your character cannot make an attack this turn.
  3. 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. Drawback: This combat maneuver is ineffective against characters who need not breathe.
  4. 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.

Combat Marksmanship

Prerequisites

Effects

  1. 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.
  2. 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.
  3. 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.
  4. 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).
  5. 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.

Fencing/Kendo (Aggressive Light Sword)

Prerequisites

Effects

  1. Thrust / Kaburi - Your character makes a thrust attack (fencing) or an overhead attack (kendo), gaining a +1 bonus on the attack roll.
  2. Feint / Kiai - Your character distracts the opponent, leaving him confused and off balance. He makes a “normal” attack roll, penalized by the opponent's defense, per usual. This is a fake attack that does not strike the foe or do damage. However, if even one success is made on this roll, the opponent may not apply his defense against the next attack he suffers. (whether it be from your character or some other source)
  3. Riposte / Uchiotoshi Waza - The character steps out of the way of an attack using his dodge (i.e., her defense doubled, or using the weaponry dodge merit, if applicable). While the opponent is open, the character makes a sudden and quick attack at a -1 penalty, but the opponent's defense does not further penalize the attack roll. Using this merit costs a willpower point, spent as soon at the character decides to dodge his opponent's attack. (as per the Armory Errata) Drawback: If you suffer any further attacks on the same turn as you used riposte, you cannot apply your defense against them.
  4. Moulinet / Nidan Waza - If you make a successful hit on an adversary with your sword, you make another quick cut with the weapon. This second attack requires no additional roll. It automatically does lethal damage to the opponent equal to your dexterity. Drawback: To perform this maneuver, the character must spend a willpower point before he makes the initial attack roll. He does not gain the usual +3 bonus to the attack. If the attack misses, the willpower point is wasted and the maneuver does not take effect.

Special

Even though this Fighting Style’s rules apply to many different weapons, the varied methods mean that you are at a disadvantage when applying it to a sword (or long stick) that isn’t used in your particular school of fighting. A fencing master won’t be able to easily use his version of the Fighting Style with a katana. If your character uses a maneuver in conjunction with an unfamiliar weapon, you suffer a –2 penalty to your character’s Weaponry dice pool. This does not apply when your character’s just trying to hit an enemy – just when he’s trying to use a specific maneuver. This makes the Thrust maneuver useless with unfamiliar weapons.

Escrima/Kali

Prerequisites

Effects

  1. 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, see p. 157, World of Darkness Rulebook). You may add your character’s Defense to the Strength + Weaponry roll, as he is technically making a defensive maneuver. Drawback: 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.
  2. 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.
  3. 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.
  4. 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.

Sniping

Prerequisites

Effects

  1. 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).
  2. 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.
  3. 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.
  4. 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.
  5. 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.

Spetsnaz Knife Fighting

Prerequisites

Effects

  1. 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.
  2. 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.
  3. 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.
  4. 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.

Staff Fighting

Prerequisites

Effects

  1. 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.
  2. 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.
  3. 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. Using this maneuver costs a willpower point, spent before the attacks are made. (as per the Armory errata) 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.

Armory Reloaded

Aggressive Striking

Prerequisites

Effects

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. Brutal Blow / Lethal 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.

Evasive Striking

Prerequisites

Effects

  1. 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.
  2. 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.
  3. 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. Drawback: He can move no more than his Speed while performing a Defense Attack maneuver in a turn.
  4. 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. 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 this turn. He is too busy bobbing and weaving out of the way of attacks.
  5. Destroy Defense - Your character uses clever combinations, feints, sidesteps and perhaps furtive grabbing (called “sticking” or “trapping” in some martial arts) to progressively destroy your opponent’s ability to defend himself. Whenever he successfully hits an unarmed target with a Brawl attack, he reduces her Defense by 1 against his next attack. This is cumulative across multiple, successive attacks, up to a maximum Defense penalty equal to the lower of the attacker’s Wits or Dexterity. After that, the target recovers her full Defense, and the character must try to impose this penalty once again. Your character can use Destroy Defense across multiple rounds as long as he does nothing except deliver successful Brawl attacks. If he misses or performs any other action, the running penalty imposed by the Merit automatically “resets” to 0. The target retains her full Defense against other attackers; she’s only extraordinarily vulnerable to the maneuver user’s Brawl attacks. This maneuver does combine with Combination Blows or Whirlwind Strike. Destroy Defense’s penalty is cumulative with the normal Defense penalty against multiple attacks, if it applies.

Grappling

Prerequisites

Effects

  1. Sprawl - Your character knows how to “sprawl” and sink his weight to avoid being overpowered in a grapple. Subtract the higher of Strength +1 or Dexterity +1 from dice pools to overpower him in a grapple. This doesn’t apply to the initial hold, but subsequent attacks from the grip.
  2. Takedown/Throw - Your character knows how to rapidly close with your enemy and take him to the ground. In lieu of securing a grappling hold, he can immediately render the opponent prone (see The World of Darkness, p. 157 and 164). Furthermore, if he takes an opponent down this way, he can choose whether or not to go prone with the target. Mixed martial arts fighters take a crouching (but still standing) position from her and deliver vicious beatings with their hands – a technique called “ground and pound.”
  3. Chokehold - Your character can efficiently choke enemies by cutting off blood flow to their brains. If he overpowers an opponent in a grapple, he can start the choke. The choke inflicts a cumulative –1 die penalty to the opponent’s actions for each turn it’s maintained. The victim falls unconscious if he endures a choking attack for a number of consecutive turns equal to his Stamina. Your character can continue choking an unconscious victim. This inflicts lethal damage equal to the attacker’s Strength + Brawl successes every turn. Drawback: Chokeholds don’t work on opponents who don’t need to breathe.
  4. Submission Hold - Opponents caught in your joint locks can’t escape without injuring themselves. If your character scores more successes than his opponent’s Size in an immobilization attempt, the victim can’t attempt any physical action – including breaking free – without suffering a point of lethal damage. This penalty lasts from the moment of immobilization to end of the next turn. Furthermore, your character can always choose to inflict one point of lethal damage whenever he damages an opponent with an overpowering roll. The character’s first Strength + Brawl success inflicts a point of lethal damage; subsequent successes inflict bashing damage. Drawback: Submission holds don’t work on creatures that don’t have bones.

Sojutsu/Jukendo

Prerequisites

Effects

  1. Warding Stance - The basic advantage of a spear or fixed bayonet is its length. Trained fighters learn to keep the tip of the weapon pointed forward, constantly threatening incoming attackers. Thus, this maneuver lets a practitioner attack first whenever an opponent using a smaller-Size melee weapon attacks from the front.
  2. Thrust - The character knows how to deliver precise, powerful thrusting blows. His spear or bayonet gains the 9 again quality. If the spear or fixed bayonet already has this quality, he gains no further benefit.
  3. Block and Strike - Your character can deflect incoming attacks with the haft or stock of his weapon and swiftly strike back. When using this maneuver, your character gains +2 to his Defense for the turn, but any attack he makes suffers a –2 penalty. Unlike similar maneuvers (such as Two-Weapon Fighting’s Deflect and Thrust maneuver), the character can move freely while using the technique.
  4. Great Thrust - The character lunges forward, putting his entire body behind a powerful thrust. If he employs an All Out Attack (see The World of Darkness, p. 157), he adds a number of dice equal to his lower of his Strength or Weaponry skill instead of the standard 2 dice. Drawback: If the attack inflicts at least as much lethal damage as the opponent’s Size, the character lodges the weapon deep in his target’s body. Dislodging it requires an additional Strength + Weaponry roll, but automatically inflicts a point of lethal damage.

Aikido

Prerequisites

Effects

  1. Ukemi (Receiving) - Your character knows how to fall properly and get up quickly. He may stand up from a prone position (but not both) once per turn as a reflexive action, and is considered to have one point of armor against bashing damage caused by falls – but not other sources.
  2. Aiki (Harmonious Energy) - Your character is skilled enough to defend with a throw by avoiding the attack and seizing his opponent’s balance. If he forgoes his standard Defense, roll Dexterity + Brawl; if the result exceeds the opponent’s damage roll the character suffers no damage and immediately applies a grappling hold or (once he attains the third maneuver) shihonage. He may employ this maneuver against Brawl, Weaponry or close-range Firearms attacks. Drawback: This maneuver constitutes your character’s action for the turn.
  3. Shihonage (Four Directions Throw) - The character can throw an opponent quickly and forcefully, without getting tangled up in a clinch. Treat a shihonage throw like a standard Brawl strike attack, except that it also knocks the opponent prone up to as many feet away as your Size + Brawl successes in any direction the character prefers.
  4. Renzoku-waza (Combination Techniques) - The character can attempt multiple grappling or shihonage attacks per turn, or he can defend with multiple throws using the Aiki maneuver. He may make one additional grapple or shihonage for each point of Dexterity that he has above 2. Each extra action is rolled at a cumulative –1 modifier. Thus, he can attempt two grapples or shihonage at Dexterity 3 (with the second at a –1 modifier), three at Dexterity 4 (at a 0, –1 then –2 modifier to dice rolls) and four at Dexterity 5 (at 0, –1, –2 and –3 to each dice roll, in turn). Drawback: If the character’s first action is anything but a grapple or shihonage attempt he cannot use this benefit.
  5. Kokyu-ho (Breath Power) - Your character’s throws are so strong that he can either throw someone double the usual distance with his shihonage, or inflict lethal damage with it. Drawback: Spend one Willpower point per attack. Note that this Willpower expenditure does not add three dice to the attack.

Iaido (Armed Defensive Striking)

Prerequisites

Effects

  1. Tsuki Kage (Draw and Cut) - The character sharpens his already capable ability to quickly enter combat. If the character begins combat with his weapon sheathed, he adds his rating in the Weaponry Skill to his Initiative modifier. If the Storyteller utilizes the optional initiative rule from page 151 of the World of Darkness Rulebook, this bonus applies on any turn in which the character’s weapon begins the turn sheathed. Drawback: The character must commit to an attack against an opponent during the first turn of combat to gain the advantage of this maneuver.
  2. Zanshin (Awareness) - While honing the speed of one’s reactions can save one’s life, better still to be constantly vigilant. The character strives to remain ever aware of his surroundings, that he may never be taken by surprise. The character gains a bonus of two dice to all rolls to avoid an impending ambush. This Merit duplicates the effect of the Danger Sense Merit, and a character with both Merits gains a total +4 on rolls to avoid being surprised. Such characters are paragons of self-awareness.
  3. Tachi-Sabaki (Movement of the Sword) - The character has mastered defensive kata designed to intercept incoming attacks and deflect them with the blade of the weapon. The character relies as much on the quality of his sword as he does his own speed of thought and motion. The character adds his weapon bonus (the weapon’s damage rating) to his Dodge value when taking a fully defensive action. A character may benefit from this Merit while utilizing the Weaponry Dodge Merit (though not the Brawling Dodge Merit). Drawback: The character only benefits from this Merit when taking a full Dodge action.
  4. Kan Ken No Metsuke (Seeing with Eyes and Mind) - The character’s speed gives him a small but potentially important edge over other combatants. If the character’s initiative roll results in a tie with another character involved in combat, the character automatically acts before his opponents and allies. Initiative Modifiers are not compared and initiative is never determined by a roll-off (though if multiple characters aside from the iaido practitioner rolled the same initiative, their initiative ratings are resolved as normal). If two characters possess this maneuver, they act at the same time, each resolving their action as if the other had not yet acted. This can result in two characters killing each other in the same heated moment.
  5. Uke Nagashi (Catch and Slide Off) - The character’s ability to move defensively and counter an attack with one of his own has been perfected. If the character’s weapon is sheathed, he can declare a Dodge action at any point during a turn, assuming she has not yet acted. His Defense is doubled as usual, though he may not utilize Weaponry Dodge or Tachi-Sabaki against attacks. However, the character can choose any opponent who is making an attack against him to perform a counter attack against. In a single swift motion, the character draws his blade, parries his enemy’s blow, and attacks his opponent. The character’s Weaponry Dodge (if he possesses it) and Tachi-Sabaki maneuver apply against the opponent’s attack (and only against this opponent). The character makes an immediate reflexive attack against the opponent at a one die penalty. After making his counter-attack, the character’s Defense applies as normal to further attacks made against him during the turn (i.e., his Defense is not doubled). Defense penalties for being attacked multiple times during a single turn are not affected by this maneuver in any way. Drawback: The character spends one Willpower point per turn using this maneuver.

Krav Maga

Prerequisites

Effects

  1. Immediate Defense - The character has learned to act quickly to neutralize a threat and make a fast escape. She gains a bonus equal to her Initiative equal to her Brawl Skill when fighting armed opponents.
  2. Disarming Defense - The character twists her torso out of danger while grabbing her opponent’s wrist and pulling him forward, using her own torso for leverage as she tears his weapon from his hand. This acts as the Disarm Merit save that it utilizes the Brawl Skill. Rather than knocking the weapon away, the character takes the weapon from her opponent, and may use it the following turn.
  3. Impenetrable Defense - The character knows that offense and defense are one in the same. The character may add his rating in his Brawl Skill to his Defense or Dodge against a single incoming attack. The bonus from this maneuver combines with that from Brawling Dodge. Drawback: The character must expend a Willpower point to perform this maneuver. This maneuver is reflexive, and a character may use it and perform an instant action (such as attacking) so long as she did not use the Dodge action.
  4. The First Moment - The character has trained her reaction time to a tenth of a second, acting more by instinct than thought. If the character’s initiative roll results in a tie with another character involved in combat, the character automatically acts before his opponents and allies. Initiative Modifiers are not compared and initiative is never determined by a roll-off (though if multiple characters aside from the Krav Maga practitioner rolled the same initiative, their initiative ratings are resolved as normal). If two characters possess this maneuver, they act at the same time, each resolving their action as if the other had not yet acted. This can result in two characters killing each other in the same heated moment.
  5. Finishing the Fight - The character moves defensively, but knows when to lash out at an enemy to bring him crashing to the ground. The character declares and benefits from a Dodge action (including Brawling Dodge, if she possesses it). She may abort that action to make an immediate, reflexive counter-attack against an opponent whose attack fails to overcome her Dodge trait. Drawback: This maneuver costs the character one Willpower point to enact. After making her counter-attack, the character loses her Defense for the remainder of the turn.

Langschwert (Heavy Sword)

Prerequisites

Effects

  1. Wards - Your character knows how to use his weapon to deflect and threaten away attacks. Add 1 to his Defense when he wields a weapon compatible with this Fighting Style.
  2. Fool's Guard - Your character knows how to hold his weapon low to seemingly invite attack, but when the opponent strikes, he can quickly raise it to counter. Instead of offering a normal Defense, roll Strength + Weaponry + 1 die against the opponent’s attack. This is an instant action. Each success reduces the attack’s damage by 1, and if the characters successes exceed the attacker’s, the difference is inflicted upon the attacker as damage from the character’s weapon. Drawback: The character cannot employ his Defense in any turn where he uses the Fool’s Guard.
  3. Half Sword - Your character grabs the midpoint of his weapon to rain more powerful thrusts and blows at a shorter range, almost as if he was using the blade as a small spear. If his attack succeeds, add 2 to the weapon’s damage (do not add this as the weapon’s equipment bonus, but after rolling). Drawback: The weapon’s reduced range nullifies the Wards maneuver, so the character loses its Defense bonus. It also reduces the character’s Weaponry-based dice pool by one.
  4. Doubling Cut - Your character strikes the enemy with two quick cuts. He can make two Weaponry attacks against an opponent in the same turn. Drawback: Your character cannot employ his Defense or the Fool’s Guard in the same turn as he uses this maneuver.
  5. Wrathful Cut - Your character steps in with a powerful blow, capable of overwhelming his enemy’s defenses. When he makes an All-Out Attack (see the World of Darkness Rulebook, p. 157), add his Weaponry dots instead of the normal +2 bonus. Drawback: Your character cannot employ his Defense or the Fool’s Guard in the same turn as he uses this maneuver.

Qinna (Controls)

Prerequisites

Effects

  1. Standing Control - Your character gains an additional overpowering maneuver, called Standing Control. If she overpowers her opponent she may force him to accompany him wherever he goes. Drawback: The character can only move himself and his opponent half as far as his Speed would normally allow. The character cannot have moved earlier in the turn, and cannot automatically dump his enemy over a cliff or into a fire or other dangerous environment without performing a separate attack. [Can you use the target as cover?]
  2. Misplacing the Bones - The character’s holds can snap bones and tear connective tissue. If his player inflicts more damage in an overpowering maneuver than the victim’s Size, he breaks a limb unless the defender opts to immediately fall prone. The fracture (or tissue separation) inflicts a point of lethal damage instead of the standard bashing damage, and renders the limb useless. It does not recover until the victim heals that damage. If the limb is an arm, reduce the defender’s Defense by 1 and note that he’s dropped anything held in it. If it’s a leg, the defender cannot walk upright. Drawback: Unless the character opts for a specified target (see World of Darkness, p. 165), the defender’s player (or Storyteller) chooses which limb’s been damaged.
  3. Grabbing the Muscles - Your character’s grappling holds twist muscles out of place or puts the defender in a position where she can’t use strength to force her way out of the attack. Treat the defender as if her Strength was two dots lower for the purpose of resisting overpower maneuvers.
  4. Sealing the Breath - Your character can use chokeholds and strikes to pressure points around the lungs to interfere with a target’s breathing. If he succeeds with a Brawl-based strike or damaging overpower rolled at a voluntary –1 die penalty, he inflicts a –1 die penalty to the opponent’s actions in addition to inflicting standard damage. This penalty is cumulative throughout the combat scene, but vanishes afterwards.
  5. Disrupting the Veins - Your character’s grappling maneuvers expertly attack anatomical weaknesses. When he damages a victim with an overpower maneuver you can choose to inflict lethal damage, and when he uses any other maneuver he can choose to inflict a point of lethal damage in addition to other effects. Drawback: Spend a point of Willpower per attack. This does not add three dice to your roll.

Sword and Shield

Prerequisites

Effects

  1. Cloak and Dagger - Your character’s extensive training with shields allows her to utilize improvised shields more effectively. This maneuver is named for the practice of using one’s cloak to buffet incoming attacks away. A character with this maneuver doubles the effective Structure of an improvised shield (usually an improvised shield can only deflect a number of attacks equal to its structure before being destroyed) and suffers a –2 penalty to attack rather than the standard –3. This penalty can be further decreased by the maneuver The Shielded Strike below, but improvised shields cannot be used to perform the Shield Bash, Shield Charge, or Stand Strong maneuvers.
  2. Shield Bash - Your character has learned how to use the shield defensively and offensively. Attempts to strike another combatant with the character’s shield still suffer a –1 penalty, but gain a Weapon bonus equal to the shield’s Defense rating. Damage remains bashing. Drawback: A character using a shield to knock an enemy back is not using it for defense. A character does not benefit from a shield’s Defense rating on a turn in which she uses this maneuver. If she has already used the full Defense rating against an incoming attack during the turn, she may not use the maneuver.
  3. The Shielded Strike - The character’s use of her shield integrates seamlessly with that of her weapon. She may rest the blade across the top or side of a rectangular shield, pushing the weapon forward as if playing billiards. Perhaps she has developed a careful rhythm in which she lowers the shield for the bare instant necessary to deliver a fatal attack. Either way, when the character uses this maneuver to make an attack, she no longer suffers a penalty for using a weapon while benefiting from her shield, and her shield adds +1 to its Defense rating against the target of the attack. Drawback: The character’s concentration on coordinating her shield and weapon leaves her open to attacks from the flanks and rear. She loses her Defense against attacks made by any opponent save the one she is attacking. If she has already used her Defense against an incoming attack from another opponent during the turn, she may not use the maneuver.
  4. Shield Charge - The character charges forward, shield lowered before her, and crashes into the enemy line. The character makes a shield bash attack (see above) at a –2. The attack inflicts bashing damage, but if even a single success is scored on the attack, the character may send her enemy flying. An opponent who suffers the effects of this attack makes a reflexive Dexterity + Athletics roll; if he rolls fewer successes than the shield-user, he suffers knockdown (see the World of Darkness Rulebook, p. 168). At Storyteller’s discretion, this maneuver may be used against multiple opponents, provided that they are standing close enough together. Each additional opponent targeted levies an additional –1 to the attack roll, and the damage rolled is distributed evenly among those hit. Those who suffer no damage do not check for knockdown, even if their companions do. Drawback: Use of this maneuver necessitates a charge action (World of Darkness Rulebook, p. 164), which means, among other things, she loses her Defense. If she has already used her Defense against an incoming attack from another opponent during the turn, she may not use the maneuver.
  5. Stand Strong - The character digs in her feet, raises her shield, and stands as a human wall against an onslaught of attacks. She benefits from her full Dodge trait and shield defense bonus against attacks made from a single direction (Weaponry Dodge can be applied). Additionally, attacks from that direction do not decrease her Defense against later attacks in the round. For the purpose of this maneuver, a direction is approximately one third of the circumference of a circle drawn about the character (typically claiming defense against attacks from the left, front, or right is sufficient). Attacks made against the character from other directions suffer a penalty equal to Defense only, which suffers penalties from multiple attacks as usual. Note that while a single enemy might be able to move around the character’s defenses, no more than three characters can assault the character from a direction that she can’t fully defend against through this maneuver. Drawback: Using this maneuver requires an incredible exercise of will. A character must spend one Willpower point to gain the benefits of this Merit for one turn.

Shurikenjutsu (Thrown Blade and Dart)

Prerequisites

Effects

  1. Ma-ai (Distance) - Your character learns to properly gauge a target’s distance and modify her technique to match it. Double her short, medium and long range throwing ranges.
  2. Kakushi Buki (Hidden Weapons) - The character knows how to rapidly retrieve a throwing weapon from a sleeve, holster or other prepared spot on her body. She never needs to use an action to draw a throwing weapon from a prepared spot.
  3. Choku Da-Ho (Direct Hit Method) - Your character can throw using the power of her entire body. Add her Strength dots to the dice pool for throwing the weapon. Drawback: The character is considered a still target and may not employ her Defense during the turn in which she uses this maneuver. She may not use this maneuver in conjunction with Ikki Gokken.
  4. Ikki Gokken (Five Blades in One Breath) - Your character can throw multiple weapons in rapid succession during a single turn, provided she either holds them in one hand or can draw them instantly using Kakushi Buki. She may make a one additional throw for each point of Dexterity that she has above 2. Each extra action is rolled at a cumulative –1 modifier. Thus, she can throw twice at Dexterity 3 (with the second at a –1 modifier), three times at Dexterity 4 (at a 0, –1 then –2 modifier to dice rolls) and four time at Dexterity 5 (at 0, –1, –2 and –3 to each dice roll, in turn). Drawback: The character is considered a still target and may not employ her Defense during the turn in which she uses this maneuver. She may not use this maneuver in conjunction with Choku-Do-Ho.

Judo

Prerequisites

Effects

  1. Ukemi (Receiving) - Your character knows how to fall properly and get up quickly. He may stand up from a prone position (but not both) once per turn as a reflexive action, and is considered to have one point of armor against bashing damage caused by falls – but not other sources.
  2. Nage-waza (Throwing Techniques) - Your character may use a grappling overpower to render an opponent prone without falling prone herself – but if she chooses to fall prone, she may simultaneously damage her opponent while rendering her prone. Furthermore, she excels at gripping clothing. If the opponent wears anything heavier than a t-shirt on his upper body she gains a +1 equipment bonus to perform each of the above maneuvers. If the opponent wears a gi (a karate or judo-style uniform), this increases to +2.
  3. Sutemi-waza (Sacrifice Techniques) - Your character uses her own bodyweight to drive her opponent to the ground, falling prone along with him. If she uses an all-out attack (see the World of Darkness Rulebook, p. 157) you may add her Athletics skill to a roll instead of the usual +2 to render her opponent prone while using the nage-waza option that allows her to simultaneously damage an opponent and render her prone, while falling prone herself.
  4. Renzoku-waza (Combination Techniques) - The character can attempt multiple grappling or shihonage attacks per turn, or he can defend with multiple throws using the Aiki maneuver. He may make one additional grapple or shihonage for each point of Dexterity that he has above 2. Each extra action is rolled at a cumulative –1 modifier. Thus, he can attempt two grapples or shihonage at Dexterity 3 (with the second at a –1 modifier), three at Dexterity 4 (at a 0, –1 then –2 modifier to dice rolls) and four at Dexterity 5 (at 0, –1, –2 and –3 to each dice roll, in turn). Drawback: If the character’s first action is anything but a grapple or shihonage attempt he cannot use this benefit.
  5. Tokui-waza (Favorite Technique) - Through constant practice and competition, your character had made one throw into a specialty. It’s not easy to apply it every time, but when the opportunity appears, few people can resist her technique. If her opponent scores zero successes to establish a hold, escape one or use an overpowering maneuver and the character secures a hold herself, she creates an opening for the technique. If you score even one success on one of the nage-waza based overpowering actions (render an opponent prone while standing, or render both combatants prone while inflicting damage), add the character’s Athletics Skill as extra successes.

Muay Thai

Prerequisites

Effects

  1. Cut Kick - Your character knows how to deliver powerful round kicks to her opponent’s legs. When you choose this option your character inflicts one less point of damage than usual, counted after rolling to see if the attack succeeds. (For example, an attack that scores one success would still be a successful cut kick, but inflicts no Health damage). However, each kick reduces the opponent’s Speed by one, down to a minimum of one. If you roll as many successes as the opponent’s Size, he falls prone because he’s been swept by her kick or can’t use his leg out of sheer pain. Her opponent can get back up whenever she has the chance, but her Speed only recovers at the end of the combat scene.
  2. 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.
  3. 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.
  4. Thai Clinch - Your character grabs an enemy around the head and pulls him into a vicious elbow or knee strike. If you establishing a grappling hold as the first part of using the Combination Blows maneuver and inflict damage as the second move, add your Dexterity to your dice pool to attack. Drawback: The usual –1 penalty for Combination Blows applies to the first grappling attempt, not the following attack. This benefit does not apply if your character has already established a hold or in future attempts to damage an opponent from the same hold, but she can always abandon her current hold and try a new grapple to use the Thai Clinch.
  5. Brutal Blow / Lethal 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.

Berserker

Prerequisites

Effects

  1. Strength in the Fury - A berserker goes all-out, all the time, and her body rewards her heedless actions with increased power and speed. The berserker gains an additional die (for a total of three) when taking all-out attacks (page 157, World of Darkness Rulebook).
  2. Adrenaline Rush - The berserker ignores pain and her foes’ attacks only drive her madness, pushing her to brutally defeat them. The character gains a point of armor against bashing and lethal attacks as she casually shrugs off weak attacks.
  3. Inhuman Alacrity - A berserker’s opponents are shocked and frightened by the speed and ferocity that manifests in her actions, making her far more difficult to hit. The character gains an additional 2 dice (for a total of four dice) when using Willpower to avoid suffering an attack.
  4. Ignorant in the Face of Death - The berserker’s rage overrides her physical limitations, pushing her to greater feats even when others would fall in pain. In a mad, violently fit, the character can ignore some or all wound penalties for a turn. Drawback: The character sacrifices part of her Defense in any turn during which she ignores wound penalties on a one-for-one basis (for example, by ignoring two dice of wound penalties, she suffers a –2 to her Defense trait). If she has already applied her full Defense against an incoming attack during the turn, she may not use this maneuver. The character may still use Willpower to enhance her attack or Defense, if she so chooses, but may not utilize any other maneuver or supernatural ability that necessitates the loss of Defense (such as an all-out attack).
  5. Bloody-Handed Bastard - The berserker gouges at eyes, bites at ears, and tears at genitals. Her behavior is so violent that she inflicts lasting damage on her foes, regardless of weapon. The character’s attacks inflict lethal damage. Drawback: The character sacrifices her Defense during a turn in which she uses this maneuver. If she has already applied her Defense against an incoming attack during the turn, she may not use this maneuver.

Combat Art

Prerequisites

Effects

  1. Flourish - The character performs an example of her style in order to threaten rather than entertain (though audiences often experience a thrill when witnessing such a feat) as an instant action. She gains a bonus to Intimidation rolls equal to her rating in the supplemented Skill or Fighting Style. This bonus lasts until the end of the scene or the character suffers a successful attack from an opponent (whichever comes first). Characters who enter the scene after the flourish is performed are not affected by it. Drawback: The flourishing character’s bonus is penalized by others who know her supplemented Skill or Fighting Style, as they might see through the emptiness of her action. For each dot the target of the character’s intimidation possesses in the same Skill or Fighting Style as that being supplemented, subtract one die from the flourishing character’s roll. Against sufficiently skilled opponents, this can completely cancel the bonus granted by the maneuver and even remove dice from the base Intimidation pool. A master sees through such petty posturing and thinks less of the student as a result.
  2. Staged Combat - The character has trained to make perfectly safe and choreographed combat seem exceedingly real. The character gains a bonus to Expression or Subterfuge rolls to falsify combat equal to her rating in the supplemented Skill or Fighting Style. Drawback: This maneuver can only be used with another individual who is working to fake the fight (and typically functions as a teamwork action).
  3. Dancing for Mars - The character gains a bonus equal to her rating in her supplemented Skill or Fighting Style to Expression rolls when utilizing her combat prowess as a performance piece (those using Combat Art to supplement Expression may double their Expression rating). This may be used to win competitions, secure a job teaching martial arts, or even intimidate one’s enemies. The bonus does not, however, ever apply to attacks made with the Skill, and use of this maneuver usually constitutes an extended action.
  4. Function Follows Form - The character has learned how to marry life and art, and her extensive training allows her to utilize the grace she exemplifies on the stage or gym mat to out-maneuver her enemies on the mean streets of the World of Darkness. The character gains one half of her rating in the supplemented Skill or Fighting Style, rounded up, as bonus dice to her attack roll and as a bonus to her Defense (which is not doubled in the case of a Dodge maneuver). Drawback: The character must spend one Willpower point during any turn in which she benefits from this maneuver.