Post by EBST on Oct 9, 2016 14:21:38 GMT
COMBAT RULES
The Tao of Combat
The basic rules of combat within our house rules goes as follows: Physical combat is resolved with the following skills/ talents + dex.
Attacking: Brawl, Do, Martial Arts, Melee, Firearms, any specific combat related secondary (archery, punching, etc)
Defending: Dodge, Melee, Do (or in rare cases) Athletics, Brawl, Martial Arts
Brawl: Brawl indicates the ability to fight in it’s rawest form. It covers anything from just being a good natural fighter to having a good grasp of just the fundamentals of a combat form to the point of knowing “how to really hurt someone” but not dedicated study and master. It is the default ability governing fighting bare handed for all the WoD games. Within the house rules it gives players using brawl access to a list of basic maneuvers. The default difficulty for all basic maneuvers is 6, unless otherwise stated. Characters with NO secondary skills may attempt to use an advanced move at difficulty 7. They may NOT use any Martial Arts maneuvers.
Secondary Skills: Secondary skills related to Brawl or Melee may be purchased by characters. They cost the same as any new skill/Talent/ Knowledge. However, they grant the character a -1 difficulty when in use and replace the use of the primary (parent skill) skill, ie: brawl, or melee. Characters with Martial Arts may take weapon secondary skills ONLY as Martial Arts automatically grants -1 difficulty to open handed maneuvers. (ST may restrict this from players who use weapon based forms of MA, instead only granting the MA -1 to their weapon maneuvers)
Martial Arts: Martial Arts (boxing, Kung Fu, Karate, Pencak Salat, Muay Thai…etc) are regimented, organized forms of combat that take years to master. These forms of combat grant a greater range of maneuvers to characters that practice them with dedication. As such use of Martial Arts lowers base maneuver difficulty for any maneuver they know by 1. Within the house rules of the game, characters with martial arts gain 3 maneuvers for each dot they have in their martial art. Once they reach their 3rd dot in martial arts they gain a kata based on their fighting style. The kata granted is assigned by the ST for the given martial art. Upon reaching their 5th dot in MA, the player may select a second kata with ST approval. Any maneuvers beyond that point can be purchased for 10 pts per maneuver to a maximum of 15. Like with Brawl, the martial artist may attempt a maneuver they do not know for an increased difficulty. Restricted maneuvers however, like those of Do, Mo Chi Kung Fu and Kalindo may NOT be used by those who do not have them.
Melee: is the weapon based equivalent of brawl. It’s maneuver list is unique and characters gain full access to the weapon maneuver list with purchase of Melee. The only exceptions are those maneuvers are restricted to martial arts uses only.
Firearms: Unless otherwise listed there are NO special firearms maneuvers outside of those commonly listed in VTM, WTA, MTA in play by the house rules. Standard book rules apply with the exception of the Mo Chi Kung Maneuver: Hundred Star Shower.
Dodge: Dodge is the default defensive ability for all games. To evade, or block unless specified by a given maneuver, players will roll dex +dodge to block, parry or avoid damage.
Ties in all cases go to the defender.
Katas
are forms which govern how the movements of a martial art are performed. How fast, how direct, how forcefully. Rather than a lengthy list of additional modifiers we have chosen to cut things down here by adding them with the katas. At no time can a character uses more than 1 kata per round and once declared the character may NOT change their fighting kata until the end of the round before the next initiative. Do practitioners are the ONLY character that may possess all of the katas, though they receive no break in the cost. Kata after 2nd cost is 15xp.
Katas:
Technique Focus: (Not available to Do practitioners)
Marital Artist may declare a single technique focus when they reach the 3rd level of Martial Arts. Once they do this they define themselves in one of 4 directions:
Open hand (weaponless fighter), Weapon, Hard (strikes), Soft (evasions, counters and redirection)
Once the declaration is made, they may lower the difficulty of their chosen technique by an additional -1.
Martial Arts Katas
Snake Kata (Common to: Kung Fu, Penjak Silat, Hwarang Do)
Prerequisites: MA + Athletics 3+ Empathy
Character becomes focused in his attacks, making pinpointed strikes at his opponent. Add +2 to attack and +1 Initiative.
Monkey Kata (Common to: Kung Fu)
Prerequisites: MA + Athletics 3+ and Subterfuge
Highly evasive kata making the user appear to be drunken an unpredictable..
Makes the user very difficult to target or defend against due to unpredictability. No bonus is given to Initiative but a +2 difficulty to all incoming attacks and -1 difficulty to all attack actions for duration of use. Costs 1 wp
Crane Kata (Common to: Kung Fu, Karate)
Prerequisites: MA + Dodge
Most defensive of all katas. Add +2 to all blocks, -1 damage to strikes and +1 Initiative.
Evasion Kata (Common to: Kung Fu, Capoeria, Boxing)
Prerequisites: MA + Dodge and Subterfuge
A weaving, dance-like kata, designed to disguise incoming attacks. +2 to attacks, -2 to initiative and a bonus +1 to defense.
Leopard Kata (Common to: Wing Chun, Tae Kwon Do, Shorin Ryu)
Prerequisites: MA + Athletics
A directly acting series kata designed to intercept an opponent and counter rapidly, relying on a balanced attack combining combative elements. +1 to Initiative, +1 to attack, +1 Defense
Lightning Strike Kata (Common to: Wing Chun, Tae Kwon Do, Kalindo, Kempo,)
Prerequisites: MA + Dodge3+
A Blazing fast kata designed to intercept an opponent and overwhelm him with sheer speed. +4 to Initiative, -1 to attack, -1 to damage.
Dragon Kata (Common to: Kung Fu)
Prerequisites: MA + Meditation
A building kata that gains speed and power as it continues. Each round adds both +1 to damage and +1 to Initiative up to a number of rounds equaling the user’s Stamina. Cost 1 WP.
No Moon Fighting (Kalindo Specialty)
Prerequisite: MA + Kalindo 3 + subterfuge
Kalindoist makes a roll, Dex + Subterfuge vs Difficulty 8. Each success takes away from his difficulty to hit his opponent (lowest poss. Difficulty is 3). This ability, like all katas, lasts until scene ends or player declares end of use or change of Kata. It may only be rolled once per target engaging the Kalindoist and may only be countered by an opposed successful wits + MA knowledge skill roll also at difficulty 8.
Rushing Kata (Common to: Wrestling, Capoeria, Penjak Silat, and Jujitsu)
Prerequisites: MA + Athletics 3+
A technique used to gain a better attempt at grappling an opponent at the expense of one’s body during which the attacker may do nothing save rush his opponent. Bonuses: +2 to attack, -2 to all dodges, +1 to init.
Sticky Hands Kata (Common to: Kung Fu, Pakua, Tai Chi Chuan)
Prerequisites: MA + Meditation3+
A building kata that breaks down an opponent’s defenses as it continues. Each round add either +1 to attack or +1 to Initiative up to a number of rounds equaling the user’s Dexterity. Cost 1 WP.
Tiger Kata (Common to: Kung Fu, Shotokahn, Tang Soo Do)
Prerequisites: MA + Athletics
Aggressive direct strikes and counters. Add +2 to damage, +1 to soak, Initiative is –2
5 Animal Form Kata (Storm Dance)
Prerequisite: MA + Athletics 2
The martial artist performs with such a display of agility and grace with a display of her form that his or her opponent is stifled by the display. Player rolls Manipulation + Martial Arts verses her opponent’s Wits + Martial Arts (or Melee) at difficulty 7. If successful, then the opponent adds the number of successes achieved to his attack difficulty.
Winding Wind Kata (Common to: Kung Fu, Klaive Dueling, Fencing, Penjak Silat, Karate)
Prerequisites: MA + Melee3+
Kata uses principles of circular motion and counter striking. Add +2 to all parries with melee. +1 to Init
Notes for Changing Breeds:
The bodies of changing breeds are different as they shift forms. While the first 3 (Homid –Crinos) have analogous human traits they are different from human body forms. Martial Artists MAY use their full range of Martial Arts while in homid and Glabro forms. Upon reaching Crinos, they must switch to using Brawl as their primary means of attack. However, a player with Martial arts my chose one favored Hand (and only Hand) techniques to use at baseline (listed) difficulty. Furthermore, the chosen technique cannot use the shifter’s legs (no kicks). Only Kalindo stylists learn how to use their crinos and animal forms to leap and attack in that form.
Bonuses from kata use still apply in all forms that are roughly humanoid (Homid – Crinos) and the character may use them accordingly as do passive abilities that cannot be turned off or do not inflict damage directly. They may only use the kata initially associated with their Martial arts form and may NOT change it. This is the condition of using their favored maneuver. Stargazers may continue to use kata bonuses in their all of their forms, provided they are using Kailindo.
The beast forms of changing breeds are too different from their homid forms to use martial arts. Changing breeds in Hipso or Lupus may only use brawl and the maneuvers covered under claw and fang only.
The Kailindo ability is unique to the Stargazers and will be nearly impossible to find outside of a Beast Court setting as the tribe has returned to their eastern heritage.
Melee is used for all weapons as a default including klaives. Klaive dueling is taken as a separate skill unique to the changing breeds and is a secondary skill.
Growth in Combat
Style Mastery:
Most people practicing martial artists will never do more than practice a couple of hours a week and become passingly proficient with their new skill. Most will never actively fight or seek to find the perfection of their skill and make it an absolute way of life. Other people, a select few, will dedicate themselves to the perfection of themselves, both inside and out. They will work endlessly to hone their mind, body and soul into a thing of total harmony, philosophy, and human perfection. In doing so, they will fully embrace the form of Martial art that they practice, becoming one of its paragons or “Grandmasters”. The rules below are intended to offer that path to a player willing to dedicate themselves to that path.
No characters will be accepted into play with Style Mastery. It is the reward for dedication to Martial Arts skill as persued by a character. With this rule in play, characters are forced to make a conscious effort with time and XP to make a martial artist, not a mass of disciplines, powers and an excuse for obscene damage. It should also be noted that simply because a character has a martial arts school IC or teaches a class, that does not make her a “Master” of her art. Style mastery is a matter of time, effort and dedication on the part of the player and should be something that the Storyteller incorporates into the growth of the player pursuing it. To do less cheats the player of an excellent chance at growth and development. Remember, “…a black belt doesn’t make you Bruce Lee.”
Once a PC has reached the 5th level of Martial Arts, she may attempt to “Master” her style. To do so, she must meet the following criteria:
Martial Arts 5 (23/46)
30 points in bonus Maneuvers (30)
3 kata forms (30)
Melee 3 (11)
Martial Arts Knowledge 5 (23)
Dodge 4 (15)
Empathy 3 (9)
Leadership 2 (5)
Instruction 4 (15)
Athletics 3 (9)
Philosophy 4 (15)
Medicine 3 (9)
Occult 2 (5)
Language 1 (3)
History (culture of Martial Art) 3 (9)
Miscellaneous Skill/Talent/Knowledge (10)
Declared Technique Focus
ST approval
Players should note that some skills might be added or changed on this list. A ST might require additional skills or knowledges for a player to learn based on his or her art. For example, a player attempting to master ninjitsu might have to learn Stealth and Security Systems or Herbalism as additional skills for their art. The final call on what additions are needed falls to the ST.
Masters of a martial art gain an attack bonus of 1 automatic successes on all Martial arts maneuvers, damage and initiative as well. The cost for the mastery, beyond the prerequisites, is 35 XP. Martial Arts masters also gain the background FAME at level 1. Vampires, shapeshifters, changelings, wraiths and awakened mages, may not pursue mastery because they already possess means of lowering combat difficulties. (We need some kind of game balance folks) Do stylists, by the very nature of Do, NEVER truly master it…unless the mage ascends, and that is another story all- together. The final bonus to Style mastery is the ability to create 1 signature maneuver that are unique to your character. This move must be completely detailed and submitted for approval. Once accepted, it will be added to the game database and may be taught to other characters only after they have reached MA 4+. The final ability costs another 35 xp.
Martial Arts
Basic Maneuvers: all have a base Initiative bonus of +0 unless listed otherwise.
Block
Prerequisites: None
Description: A basic defensive action in which the character stops an opponent's attack from injuring him by blocking it, usually with his hand or forearm.
System: Character rolls Dexterity + Brawl in an opposed roll with an attacker. The number of successes achieved is subtracted from the number of successes of the attacker. If he defender has more successes, then the attack fails. Block prevents a character from suffering a Knockdown from any attack that would normally cause one (except for Knockdown from attacks that ignore Blocks, such as Grabs). Block can only be used to block normal and lethal hand to hand attacks, it cannot be used to block an attack from a weapon, claws or other sources of lethal or aggravated damage. This rule applies so long as the defender does not have supernatural means of resisting injury (sphere magic, fortitude, etc.). For that, the character must either know an Advanced Maneuver or use a weapon and the appropriate Weapon Maneuver.
Initiative bonus: +4
Damage: None
Difficulty 6
Book: WoD Combat pg 22
Dodge
Prerequisites: None
Description: The invaluable art of getting out of the way of attacks.
System: When a character uses an action to dodge, they roll their Dexterity + Dodge. The number of successes they score indicates how many successes are subtracted from the opponent's to-hit roll. The difficulty to Dodge increases with the number of attackers. If attacked multiple times, the character may choose which attack to dodge, or split their Dice Pool. Dodge can be played as an Abort Maneuver.
Initiative bonus: +4
Damage: None
Difficulty 6
Book: WoD Combat pg 22
Grapple
Prerequisites: None
Description: A simple grab and squeeze attack.
System: This is a Sustained Hold.
Damage: +0
Difficulty 6
Book: WoD Combat pg 22
Haymaker
Prerequisites: Brawl 1 (Martial Arts 1)*
Description: This is an all-out punch in which the fighter takes the time to "wind up" and impart extra force to the blow. A broad overhead swing of the fist is often is often used to give the blow extra impact.
System: An opponent struck by a Haymaker must make a resisted Strength roll to see if he is also knocked back. This punch will cause a Knockdown against Aerial opponents.
Damage: +3
Difficulty 7 '
Book: WoD Combat pg 28
Heavy Strike/kick
Prerequisites: None
Description: An all-out punch (or other strike of some sort) in an attempt to injure the opponent.
Damage: +2
Difficulty 6
Book: Wod Combat pg 22
Hold
Prerequisites: None
Description: This maneuver is a Sustained Hold in which the fighter does nothing but grab and hold onto his opponent.
System: On a successful roll, the attacker holds the target until the subject’s next action. At that time, both combatants roll resisted strength + brawl actions; the subject remains immobilized until she rolls more successes than the attacker does.
Damage: none
Difficulty 6
Book: WoD Combat pg 22
Kick
Prerequisites: None
Description: A fast, sometimes desperate, kick, usually to the opponent's abdomen or legs. It can simulate a wide variety of front kicks, snap kicks, low kicks and so on.
Damage: +1
Difficulty 6
Book: WoD Combat pg 22
Quick Strike
Prerequisites: None
Description: A quick, basic attack with a fist, elbow, knee or other striking appendage.
Initiative bonus: 1
Damage: -2
Difficulty 5
Book: WoD Combat pg 23
Sprint
Prerequisites: None
Description: An all-out move, used to cross the battlefield quickly.
Difficulty 6
Book: WoD Combat pg 24
Strike
Prerequisites: None
Description: A basic attack with a fist, elbow, knee
Damage: Strength
Difficulty 6
Book: Vtm: pg 211
Weapon Strike
Prerequisites: None
Description: An any striking motion done with a weapon using Dexterity + Melee.
Damage: varies by weapon
Difficulty 6
Book: Vtm:Core book 3rd Ed
Advanced Maneuvers:
Advanced Throw
Prerequisites: Martial Arts, Brawl 3, Throw
Having successfully grappled an opponent, the stylist may attempt to throw them to the ground. This maneuver requires a Dexterity + Martial Arts roll, with a damage Dice Pool equal to the attacker's Strength. A successful throw can also stun an opponent if it inflicts three or more Health Levels of damage. Stunned characters suffer a two-die penalty to all actions for a number of turns equal to the level of damage taken.
Difficulty 7
Book: Kindred of the East pg 140
Axe Kick
Prerequisites: Martial Arts, Brawl 3, Jump
Description: The fighter begins this maneuver by leaping into the air as they strike their leg high above their head. As they come down, they slam their leg into the opponent's head or shoulders, using the momentum to increase the force of the blow.
System: This kick is an Aerial Maneuver. The fighter travels their allowed movement in the air using the -2 modifier and ends the attack in the same space as the opponent. Because this attack targets the opponent from above, crouching targets will take a hit just like anybody else. Jumping opponents will also be struck and will suffer a Knockdown.
Damage: +2
Difficulty 7
Book: WoD Combat pg 30
Backbreaker
Prerequisites: Martial Arts, Brawl 3
Description: The fighter grabs the opponent, turns their body over, raises the opponent high into the air and smashes them to the ground (or, for added effect, onto the fighter's raised knee).
System: The opponent suffers a Knockdown in addition to damage. If the fighter smashes the victim onto the knee rather than the ground, the damage is Kill damage; this form of the maneuver can cause serious spinal injuries.
Damage: +2
Difficulty 7
Book: WoD Combat pg 33
Backflip
Prerequisites: Martial Arts, Brawl 3, Athletics 3.
Description: Using this retreating defensive maneuver, a well-trained fighter can avoid nearly any attack. The Back flip is actually a series of back-handsprings that can take a competent gymnast halfway across the battlefield while he dodges projectiles and other attacks.
System: While executing this maneuver, the fighter can only move in a straight line away from his foe, but while doing so, he cannot be harmed by any attack. However, he will be vulnerable to attack both before and after this maneuver is executed.
Damage: None
Difficulty 7
Book: WoD Combat pg 24
Backroll Throw
Prerequisites: Martial Arts, Brawl 3, Athletics 1, Throw
Description: The fighter grabs the opponent (often by the lapels of a jacket, a vest or some other article of clothing) and rolls backwards onto the ground, meanwhile planting a foot on the opponent's chest or stomach to help lift them up and flip them over! The opponent ends up somewhere behind the fighter. The fighter then rolls quickly their feet.
System: Use the standard rules for Throw to determine distance thrown, damage and so forth.
Damage: +2
Difficulty 7
Book: WoD Combat pg 37
Bear Hug
Prerequisites: Martial Arts, Brawl 3
Description: Tired of faster, more agile fighters dancing rings around you? Grab that irritating quick little pipsqueak and crush him to your chest until his bones crack! The Bear Hug is an old standby for many wrestlers, and a few other styles have adopted it as well.
System: The Bear Hug is a Sustained Hold.
Damage: +1
Difficulty 7
Book: WoD Combat pg 33
Blow to Pressure Point
Prerequisites: Martial Arts, Brawl 3
The martial artist learns to strike to the temples, pressure points and Chi meridians in the body, thus causing significant damage.
Damage is Strength + 3.
Difficulty 7
Book: Kindred of the East pg 141
Breakfall
Prerequisites: Martial Arts, Brawl 3, Athletics 1
Description: Many styles, such as Jujutsu and Aikido emphasize throwing techniques. Before one can learn how to throw, however, one must learn how to be thrown without suffering serious injury. Breakfall is usually performed as a roll onto the shoulders and arms, with the head tucked in to protect against neck injuries.
System: Breakfall is practiced until it becomes instinctive; therefore, it does not count as an action. Whenever the fighter is thrown or takes damage from a maneuver that causes Knockdown, this maneuver allows one to reduce the damage they would take from the fall by one point for each success made on a Dexterity + Athletics (Martial Arts) roll. Note, Breakfall only applies to maneuvers in which hitting the ground is what causes the damage; it does not protect a character from damage caused by a maneuver that injures her and then knocks them down. An example: Breakfall applies to all Throw Maneuvers, but does not to punches that happen to do Knockdown. Additionally, Breakfall allows the fighter to ignore the -2 Initiative penalty that is normally suffered when one is Knocked Down. This applies to any Knockdown. When using Breakfall, a character gets back on their feet instantly; they do not have to spend a turn to do so or make any kind of roll.
Damage: See Above
Difficulty 7
Book: WoD Combat pg 24
Counter Throw
Prerequisites: Martial Arts, Brawl 3, Dodge 3, Punch defense, Throw
The martial artist uses the attacker's own momentum against them. The defender no longer needs to grapple an opponent before throwing them and instead makes an opposed roll of Dexterity + Brawl, Melee or Martial Arts (whichever is appropriate). If the martial artist scores more successes, they deflect the opponent's attack and may immediately attempt to throw the attacker.
Difficulty 7
Book: Kindred of the East pg 141
Choke Throw
Prerequisites: Martial Arts, Athletics 2, Jump, Throw
Description: The fighter leaps up and either catches the opponent in mid-leap or executes the maneuver upon landing. Either way, the result is the same: the fighter grabs the opponent by the throat and uses the momentum to beat the opponent to the ground and choke them.
System: The Choke Throw is an Aerial Maneuver. A fighter using it can interrupt an opponent performing an Aerial Maneuver or attack a standing opponent. If the victim takes any damage, they suffer a Knockdown. This maneuver is a Sustained Hold, allowing the fighter to keep choking the opponent until they are knocked out or escapes. Use the first damage modifier listed below for the turn in which the victim is knocked to the ground and choked. Thereafter the victim takes damage as if they were in an ordinary Choke Hold (see above). The victim cannot get to their feet until they break free from the hold.
Damage: +1/ See "Choke Hold," above
Difficulty 7
Book: WoD Combat pg 37
Choke Hold
Prerequisites: Martial Arts, Brawl 3
Description: The fighter grabs the opponent around the neck (usually from behind) and applies pressure to cut off the victim's air and blood flow, knocking them unconscious.
System: This maneuver is a Sustained Hold. The victim automatically loses one Health Level for every turn after the first in which the hold is maintained (they lose no Health Levels at all the first turn, but is unable to speak or shout). This damage may not be soaked. Upon reaching Incapacitated, the victim loses consciousness; if the hold is maintained they will begin to die, as is usual for Stun-damage maneuvers. Choke Holds do no damage to characters who do not need to breathe, although it will prevent them from speaking. This maneuver is intended for use against humanoid beings. It generally will not work on animals, Lupus-form Garou or other non-humanoid creatures unless the character buys a separate Choke Hold maneuver specifically designed to affect such creatures.
Damage: See above
Difficulty 7
Book: WoD Combat pg 33
Damaging Block
Prerequisites: Martial Arts, Brawl 3
The martial artist's blocks are really strikes aimed at attacking limbs. Roll a normal Block roll, but if the martial artist scores three or more successes, they will also inflict Strength damage.
Difficulty 7
Book: Kindred of the East pg 141
Disengage
Prerequisites: Martial Arts, Brawl 3, Athletics 2
Description: The fighter uses their flexibility and quickness to extricate themselves from an opponent's grasp.
System: A fighter may play this maneuver during any turn in which they are in a Sustained Hold. When played, the captive fighter rolls a second time that turn to try and escape from the captor. However, for the second roll, the fighter rolls their Dexterity versus their opponent's Strength. If they escape and has any Move left, they may move away from the opponent.
Damage: None
Difficulty 7
Book: WoD Combat pg 33
Dislocate Limb
Prerequisites: Martial Arts, Brawl 3, Athletics 1, Joint lock
Description: This difficult maneuver allows the fighter to dislocate one of their opponent's limbs - typically an arm. The most common method of performing this maneuver is to grab the opponent's arm tightly and then kick the opponent in the pit of the arm while pulling the arm. The result is an incredibly painful dislocation that immobilizes the limb.
System: The turn after a fighter's limb has been dislocated, they cannot make attacks with that limb. They may still make attacks with other limbs, though at a -1 Accuracy. Alternately, the opponent may pop the limb back into place in the next turn. This requires the expenditure of a Willpower point. They then have a -3 Initiative penalty that turn; if they attempt to use the limb to attack in the same turn after popping it into place, they suffer a -2 Damage modifier on any damage tests they roll.
Damage: +1
Difficulty 7
Book: WoD Combat pg 34
Disarm
Prerequisites: Martial Arts, Brawl 3
Description: The fighter skillfully strikes their opponent's weapon, hand or arm, not to cause damage, but to knock the weapon out of the opponent's grasp.
System: The fighter rolls Strength + Brawl (Martial Arts), difficulty 6. The target soaks the damage rolling Strength difficulty 6. For every success that the fighter has left after the target makes a soak roll, the weapon flies from the target's hand in the direction indicated by the fighter.If the fighter does not score at least one success after the target's soak roll, the target does not lose the weapon. If the Disarm roll is botched, the fighter strikes the weapon in such a way that they are damaged by it (target may roll normal damage, with no maneuver modifiers).
Damage: None
Difficulty 7
Book: WoD Combat pg 26
Drunken Monkey Roll
Prerequisites: Athletics 2, Martial Arts, Brawl 3
Description: Practioners claim that the unjustly imprisoned founder of Monkey Style Kung Fu invented this evasive maneuver after watching a group of monkeys through the bars of his jail cell. The monkeys would become inebriated after drinking wine thrown out by the guards and would stagger and roll around on the ground. By copying the monkeys' antics, the master developed a series of evasive tumbles and the Drunken Monkey Roll was born.
System: This maneuver is a good all-purpose evasive technique. It is a Crouching Maneuver. It can also be used to interrupt and evade projectile attacks (use the same rules as for Jump).
Damage: None
Difficulty 7
Book: WoD Combat pg 24
Double Kick
Prerequisites: Martial Arts, Brawl 3
Description: This special move is a combination of two kicks, usually a roundhouse-style kick followed by a spinning thrust kick. Some fighters prefer to use one low, hard kick followed by a second kick to the abdomen, chest or head from the same foot (a "change-up kick").
System: This maneuver scores two damage tests on the victim. Opponents using Crouching or Aerial Maneuvers will only get hit once, though.
Damage: +0
Difficulty 7
Book: WoD Combat pg 30
Ducking Punch
Prerequisites: Martial Arts, Brawl 3
Description: The fighter crouches low and delivers a short, powerful punch to the opponent's midsection (or even below-the-belt, for particularly vicious fighters).
System: This is a Crouching Maneuver.
Damage: +1
Difficulty 7
Book: WoD Combat pg 26
Ear Pop
Prerequisites: Martial Arts, Brawl 3
Description: The fighter slaps both of their opponent's ears with their hands slightly cupped, causing incredible air pressure to rush into their oppnent's ears; the opponent suffers intense pain (and, possibly, temporary or permanent loss of hearing). It is a vicious maneuver, considered "dishonorable" by some fighters.
System: This strike completely ignores a victim's Stamina for purposes of soaking damage.
Damage: -3
Difficulty: 7
Book: WoD Combat pg 27
Elbow Smash
Prerequisites: Martial Arts, Brawl 3
Description: Common to Muay Thai and certain other martial arts styles, this devastating punch has knocked out many a fighter.
System: Use the modifiers listed below.
Damage: +2
Difficulty 7
Book: WoD Combat pg 27
Evasion
Prerequisites: Dodge, Athletics 1, Martial Arts, Brawl 3.
Description: In this common dodging technique, the fighter simply sidesteps away from the attack.
System: The fighter must have enough Initiative to interrupt the opponent. As the opponent attacks, the fighter simply moves in any one direction, up to 12 feet, thus placing themselves out of harm's way.
Damage: None
Difficulty 7
Book: WoD Combat pg 42
Eye Rake
Prerequisites: Martial Arts, Brawl 3
Description: In a truly desperate move, the fighter clenches his fingers into a claw and rakes it across the opponent's face and eyes. This causes little or no damage, but temporarily blinds an opponent.
System: Very little damage ever results from this maneuver, but for the next turn the opponent must fight blind and is effectively Dazed.
Damage: -3
Difficulty 7
Book: WoD Combat pg 27
Fighting Hold
Prerequisites: Martial Arts, Brawl 3
Description: The fighter grabs the victim and then attacks them repeatedly until they fall unconscious. The maneuver is designed so that the fighter keeps at least one limb - arm, leg or head - free to attack the victim.
System: This maneuver is a Sustained Hold in which the fighter does damage by hitting the victim with a free limb(s).
Damage: +2
Difficulty: 7
Book: WoD Combat pg 34
Flying Kick
Prerequisites: Martial Arts, Brawl 3, Athletics 3, Jump.
Description: The fighter launches himself feet-first in the air toward the opponent. They end the move with a powerful kick, usually to the opponent's head or midsection. However, the difficulty to block, dodge or otherwise counter such a maneuver is reduced by two.
System: The Flying Kick is an Aerial Maneuver.
Damage: strength + athletics
Difficulty 8
Book: WoD Combat pg 30
Flying Tackle
Prerequisites: Martial Arts, Brawl 3, Athletics 2, Jump
Description: This maneuver is an all-out dive towards an opponent; at the end of the dive, the fighter grabs onto the opponent and uses their weight and momentum to knock them to the ground.
System: This is an Aerial Maneuver. If successful, the fighter will knock the opponent down. If successful, the fighter will knock the opponent down. The fighter and the opponent both end up on the ground. Both suffer the usual -2 Initiative penalty the next turn for getting to their feet.
Damage: +1
Difficulty 7
Book: WoD Combat pg 37
Foot Sweep
Prerequisites: Martial Arts, Brawl 3
Description: This maneuver is a low, powerful kick designed primarily to knock an opponent off their feet, but not cause damage. Still, the combined force of the kick and the fall is not pleasant.
System: Victims of a successful Foot Sweep suffer a Knockdown in addition to normal damage. The Foot Sweep is a Crouching Maneuver.
Damage: +1
Difficulty 7
Book: WoD Combat pg 30
Grappling Defense
Prerequisites: Martial Arts, Brawl 3
Description: Most styles that teach grab maneuvers also teach their students how to resist and escape from those same maneuvers. This maneuver allows the victim of a grab to better resist the damage from a grab, and improves the chances a fighter has to escape from a grab.
System: A fighter employing Grappling Defense may add their Stamina to their Brawl (Martial Arts)* to determine their Soak dice total against the damage from the Grab Maneuver (if any). Additionally, Grappling Defense makes it easier for a character to break free of a Sustained Hold: it adds +2 to the Strength roll for that purpose.
Damage: None
Difficulty: N/A
Book: WoD Combat pg 34
Ground fighting
Prerequisites: Athletics 4, Martial Arts, Brawl 3.
Description: Although you would never know it from watching Kung Fu movies, a large number of fights end up with both fighters on the ground, struggling to defeat each other. In this situation, a fighter who has been trained in groundfighting has a distinct advantage.
System: This maneuver is simply invoked when a fighter falls down, is thrown, is knocked down or otherwise prone. The fighter does not have to rise from the ground to continue fighting (although if they do, they suffer the standard -2 Initiative penalty unless they have Breakfall or Kippup). While fighting from the ground, he may use any Basic or Advanced Maneuvers other than hip-derived torquing maneuvers (i.e., many throws), Aerial Maneuvers or other maneuvers that the ST rules simply cannot be used while prone. Fighters that do not have this maneuver suffer at -3 Initiative and -3 damage when they try to use a maneuver from the ground, even if their opponent is also on the ground. Fighting against an opponent with ground fighting while standing up can be difficult. Maneuvers that are specially intended to work against Crouching characters (e.g., an Axe Kick) and any other "low" attacks work normally, but any other physical strikes will be at -2 Initiative.
Damage: See Above
Difficulty 7
Book: WoD Combat pg 24
Head Butt
Prerequisites: Martial Arts, Brawl 3
Description: The fighter smashes their head into the opponent. This can cause severe damage. However, the character has to train long and hard to learn how to use their head in this fashion without causing injury to themselves (this maneuver is usable by shapeshifters with horns)
System: Use the modifiers listed below.
Damage: +1
Difficulty 7
Book: WoD Combat pg 28
Heel Stamp
Prerequisites: Martial Arts, Brawl 3
Description: This maneuver is not designed to cause a lot of damage; rather, it is used when the fighter wants to put a little distance between himself and their opponent. She/he raises their leg and smashes the heel into the opponent in one direction and propelling themselves in the other.
System: When this maneuver is used, the opponent is Knocked Back. The opponent is moved a distance in feet/yards equal to the fighter's Strength + Athletics (Martial Arts)* minus the opponent's Strength. This maneuver is especially dangerous when used in fights taking place on rooftops, near vats of dangerous chemicals, on cliff sides and so forth.
Damage: -4
Difficulty 7
Book: WoD Combat pg 31
Hyper Fist
Prerequisites: Martial Arts, Brawl 3
Description: Fighters who master this maneuver are able to throw a flurry of punches, usually uppercuts and short jabs to the abdomen, that pound their opponents with multiple hits.
System: The fighter gets to roll three damage tests against the victim.
Damage: -1
Cost: 1 Willpower
Difficulty 7 Book: WoD Combat pg 29
Improved Pin
Prerequisites: Martial Arts, Brawl 3, Athletics 2, Pin
Description: A refinement of the Pin Maneuver.
System: The fighter may use an Improved Pin on any one target close enough to grab, regardless if the target is knocked down or Dazed, using the modifiers below. They may also moves lowly while maintaining the hold. In all other ways, it acts exactly like a Pin.
Damage: +2 (first turn)/ +1 (subsequent turns)
Cost: 1 Willpower
Difficulty 7
Book: WoD Combat pg 34
Iron Broom
Prerequisites: Athletics 1, Foot Sweep, Martial Arts, Brawl 3
Description: Also known as the Tiger's Tail Sweep or Dragon's Tail Sweep, this maneuver is a Foot Sweep executed against multiple opponents. The fighter drops low, extends their kicking leg and whirls around quickly, kicking the opponents and knocking the feet out from under them.
System: The fighter rolls for damage against everyone in the same area, and the surrounding 6 feet. Any victim who suffers damage is knocked down. The Iron Broom is a Crouching Maneuver.
Damage: +2
Cost: 1 Willpower/chi
Difficulty 7
Book: WoD Combat pg 31
Joint Break
Prerequisites: Martial Arts, Brawl 3, Joint Lock
Description: The fighter grabs one of the opponent's limbs (typically an arm) and bends it violently in a direction it was not meant to bend, breaking it at the joint.
System: If the victim takes any damage from this maneuver, his limb is broken, useless until it heals (either naturally or though magick or regeneration). This maneuver does Kill damage only (though, at the ST's option, the victim may pass out from the pain).
Damage: +2
Cost: 1 Willpower
Difficulty 7
Book: WoD Combat pg 34
Joint Lock
Prerequisites: Martial Arts, Brawl 3
Description: The fighter grabs one of the opponent's limbs and twists it in ways it was not meant to be twisted. This forces the opponent to their knees in excruciating pain.
System: This is a Sustained Hold; the victim takes damage each turn the hold is maintained. The victim is considered to be crouching while in a Joint Lock. The victim cannot use the locked limb while the hold is maintained, but if they spend a Willpower point, they may use another limb to attack the fighter locking them (or any other target within reach). The damage from this maneuver is Stun damage only; even if the victim becomes Incapacitated from the pain, they will not take Kill damage of the lock is maintained. This damage may be soaked only with the character's Stamina; armor does not affect it.
Damage: +1 (first turn)/ +0 (subsequent turns)
Difficulty 7
Book: WoD Combat pg 35
Kick Defense
Prerequisites: Dodge 2, Martial Arts, Brawl 3
Description: Kick Defense incorporates many movements and maneuvers that help defend the fighter against an opponent's foot and knee attacks. However, because the fighter's concentration is on the opponent's feet, they are more susceptible to punches.
System: This operates as a standard Block maneuver, except that the fighter is +4 to soak kicks and -2 to soak any other kind of attack maneuver. This soak modifier is added to or subtracted from the fighter's normal Blocking soak total. Kick defense must be declared to be in use and remains in use until the scene ends or the player declares an end.
Damage: None
Difficulty: N/A
Book: WoD Combat pg 40
Kippup
Prerequisites: Athletics 2, Martial Arts, Brawl 3
Description: One of the most basic Athletics fighting maneuvers, the Kippup allows a prone fighter to get to his feet almost instantly. The fighter curls their legs up off the ground and kicks them up into the air while simultaneously arching his back powerfully. The resulting motion practically bounces him off the ground and to his feet.
System: A fighter who knows the Kippup maneuver only suffers -1 Initiative penalty the turn after he suffers a Knockdown (instead of the standard -2 penalty). Kippup's effect is automatic.
Damage: None
Difficulty 7
Book: WoD Combat pg 26
Knee Basher
Prerequisites: Martial Arts, Brawl 3
Description: The fighter grabs the victim's head, pulls it down and smashes it repeatedly with their knee.
System: This maneuver is a Sustained Hold; the attacker may knee the victim in the face every turn that the hold is maintained. Even when (if) the victim is lucky enough to escape, they are knocked down and suffer a -2 Initiative penalty in the turn after they are free.
Damage: +2
Difficulty 7
Book: WoD Combat pg 35
Knee Strike
Prerequisites: Martial Arts, Brawl 3
Description: In this vicious maneuver, the fighter stands near the opponent and leaps up to knee them in the stomach, chest or face, using the momentum of the leap to increase the damage.
System: To use this attack, the fighter must be in the same spot as the opponent. It does not count as an Aerial Maneuver. The victim of the Knee Strike will suffer a Knockdown.
Damage: +2
Difficulty: 7
Book: WoD Combat pg 32
Knuckle Fist
Prerequisites: Martial Arts, Brawl 3
Description: This maneuver is just like the typical punch, except that it is not thrown with a clenched fist - instead, the fighter does not flex the innermost joints of his fingers, leaving the bony middle knuckles pointing forward to strike the opponent - reducing the area of impact, thus increasing the damage caused by the punch.
System: An opponent strck by a Knuckle Fist must make a resisted Strength roll to see if they are also knocked back. This punch will cause a Knockdown against Aerial opponents.
Damage: +1
Difficulty 7
Book: WoD Combat pg 29
Jump
Prerequisites: Athletics 1, Martial Arts, Brawl 3
Description: Jump is a simple maneuver that allows the character to vault over incoming projectiles, most obstacles and so forth. It is a prerequisite to many Athletic Maneuvers. Note that using Jump is not the same thing as using the Jump Chart rules from the basic ST System Rulebooks. The Jump Maneuver is more graceful and agile than a standard jump and often takes the character farther as well.
System: A character can jump three feet up and into the air or five feet forward for every dot in Athletics (Martial Arts). In combat situations, using Jump adds +1 to Move when used by itself (i.e., not in conjunction with an attack maneuver).
Damage: None
Difficulty 7
Book: WoD Combat pg 25
Missile Deflection
Prerequisites: Martial Arts/ Do, Melee 3+, Firearms 3+, Dodge 4
Description: Martial artists who have studied the intimate details of evasion and deflection motions are able to snatch arrows out of the air and catch thrown knives between clapped hands. Often the fighter will return the missile weapon to its sender in one fluid catch-and-throw motion.
System: To use this maneuver, the defender readies himself to intercept any objects thrown or projected at them. If any missile attacks are directed at them, they have a chance to catch it and even return it towards the sender or throw them in any other direction. The defender must roll Dexterity at difficulty 7 to catch a missile successfully: thrown weapons (rocks, shuriken, thrown knives) require one success; missiles like arrows, crossbow bolts and sling stones require two successes; bullets require three to be deflected (bullets may not be thrown at or deflected towards the attacker or any other target, unless the ST allows it in a heroic moment of High Drama). In order to deflect gunfire, the defender must be holding some piece of metal or other material capable of withstanding the bullets and bouncing them away. If the missile is reflected at the attacker or another person, the new victim suffers the same damage that the missile would have done to the defender who deflected it. The defender can reflect any number of missiles targeted at them during the same turn. Yes, any number.
Damage: None
Difficulty 7
Book: WoD Combat pg 41
Neckbreaker
Prerequisites: Martial Arts, Brawl 3, Joint Break.
Description: This lethal maneuver is taught only to the most advanced students. The fighter grabs the opponent's head and twists it in certain ways, breaking the opponent's neck.
System: If the opponent suffers any damage from the maneuver, the neck is broken. Normally this means death. The best that can be hoped for is paralysis from the neck down. When soaking damage from this maneuver, the victim may add their Strength to Stamina. This maneuver does lethal damage only.
Damage: +3
Cost: 1 Willpower
Difficulty 7
Book: WoD Combat pg 36
Pin
Prerequisites: Martial Arts, Brawl 3
Description: A Pin may only be used on an opponent who has been knocked down or Dazed. The fighter moves next to the opponent and makes an attack roll. If the fighter achieves two or more levels of damage, the opponent is held in a painful, immobilizing hold until they manage to break free - a difficult task.
System: The fighter's Strength is considered to be raised by 3 only for the purposes of maintaining the hold on the opponent (i.e., it does not increase damage). The fighter may choose whether they want to inflict damage with this maneuver on each turn after the first; in some cases it may be preferable to simply hold onto the opponent. If the fighter chooses to do damage, the target only gets their Stamina and Grappling Defense (if any) against the damage. This maneuver is a Sustained Hold.
Damage: +2 (first turn)/ +1 (subsequent turns)
Cost: 1 Willpower on the first turn only
Difficulty 7
Book: WoD Combat pg 36
Phoenix Eye Fist
Prerequisites: Martial Arts, Brawl 3
Description: This maneuver is like a regular punch, except the middle finger (or sometimes the thumb) is allowed to protrude above the fist, creating a more pointed surface with which to strike the opponent. The force of the punch is typically directed at the opponent's nerve clusters for maximum effectiveness.
System: An opponent struck with this maneuver will suffer numbness in the following round. If any damage is inflicted, the opponent suffers a -1 to Move during the next round. If no damage is inflicted, it is assumed that the strike missed the nerve cluster and doesn't appreciably slow the opponent down.
Damage: +1
Difficulty 7
Book: WoD Combat pg 29
Power Uppercut
Prerequisites: Martial Arts, Brawl 3
Description: This powerful punch starts low and ends high, as the fighter brings their fist up underneath their opponent's jaw (or into the opponent's stomach, if used to interrupt an Aerial Maneuver). By using his leg and back strength, a fighter can do some serious damage with this maneuver. The force with which the blow is thrown will often lift the fighter a few inches off the ground.
System: If used to interrupt an Aerial Maneuver, the Power Uppercut will cause a Knockdown, knocking the opponent out of the sky before they can land their own attack.
Damage: +3
Difficulty 7
Book: WoD Combat pg 29
Punch Defense
Prerequisites: Martial Arts, Brawl 3, Dodge 2
Description: Similar to Kick Defense, this maneuver incorporates a variety of ducking, bobbing and deflecting movements that defend a fighter against hand based attacks (punches, racking and jabbing strikes) but leave them open to other types of attacks.
System: This operates as the standard Block maneuver, except that the fighter is +4 to soak punches and -2 to soak any other type of maneuver. This soak modifier is added to or subtracted from the fighter's normal Blocking soak total. Punch defense must be declared to be in use and remains in use until the scene ends or the player declares an end.
Damage: None
Difficulty: N/A
Book: WoD Combat pg 42
Reverse Front Kick
Prerequisites: Martial Arts, Brawl 3
Description: The fighter launches a feint kick past the head of the opponent, then quickly reverses it with a sharp snapping motion, driving the heel into the back of the opponent's head.
System: The kick ignores Block Maneuvers.
Damage: +1
Difficulty 7
Book: WoD Combat pg 32
Roundhouse Kick
Prerequisites: Martial Arts, Brawl 3
Description: The fighter faces the opponent squarely, then pivots and kicks them (usually high), using the momentum from the pivot to increase the power of the kick.
System: Use the modifiers below.
Damage: +2
Difficulty 7
Book: WoD Combat pg 32
Shoulder Smash
Prerequisites: Athletics 2, Martial Arts, Brawl 3, Jump
Description: This simple and effective maneuver is the most commonly used by wrestlers and other types of fighters who don't mind getting in close and really mixing it up. The fighter jumps at their opponent as hard as they can, slamming into him with their shoulder, much like a football player making a tackle.
System: The opponent must be in the same spot or closely adjacent to the fighter for them to use this maneuver. The fighter moves into the opponent’s space, rolls damage for the Shoulder Smash and then finishes their movement. The Shoulder Smash is an Aerial Maneuver.
Damage: +3
Difficulty: 7
Book: WoD Combat pg 26
Spinning Backfist
Prerequisites: Martial Arts, Brawl 3
Description: The fighter spins around, adding force to the blow from the momentum of the spin. As the spin is completed, the fighter brings the back of their fist into contact with the opponent's jaw, with devastating results.
System: A character executing a Crouching Maneuver will not be hit by this attack.
Damage: +1
Difficulty 7
Book: WoD Combat pg 29
Spinning Thrust Kick
Prerequisites: Martial Arts, Brawl 3
Description: The fighter spins around and then thrust-kicks the opponent, using the momentum from the spin to increase the power of the kick. Sometimes the fighter will hit the opponent with the heel as their foot whips around; this is known as a Spinning Back Kick.
System: Use the modifiers below.
Damage: +3
Difficulty 7
Book: WoD Combat pg 33
Reactive Strike
Prerequisites: Martial Arts, Brawl 3
Parrying, pushing and riposting in rapid succession, the martial artist seizes a brief opening to come in under the opponent's guard. When using Reactive Strike, the martial artist must split their dice pool or otherwise perform at least two actions in the turn. The first action must block the opponent's attack; failure on the blocking negates the Reactive Strike. However, if the block succeeds, the martial artist immediately counterstrikes; the reactive blow cannot be blocked or dodged.
Difficulty 7
Book: KotE Companion pg 134
Sword Hand
Prerequisites: Martial Arts, Brawl 3
Description: Known in the west as the "karate chop," this maneuver actually takes two forms. The first is to use the edge of the flattened hand to strike the target, usually with the intent of breaking bones or inflicting other serious injury. The second, more difficult form is to flatten the hand and strike with the fingertips, driving the and into the opponent's body.
System: This punch ignores any bonuses the target gains from wearing armor, having especially tough skin or similar powers. It does not ignore Fortitude or the Maka Wara ability, however. This maneuver does lethal damage.
Damage: +2
Difficulty 7
Book: WoD Combat pg 30
Throw
Prerequisites: Martial Arts, Brawl 3
Description: Almost all fighting styles teach maneuvers in which the fighter grabs the opponent and throws them to the ground. Some throws involve fairly little contact between the two fighters, but they all require at least some contact. Typically the hips, shoulders and/or arms are used to unbalance the opponent and leverage them to the ground. The opponent's momentum (from their attack or movement) is usually turned against them, making the throw even easier for the attacker. Masters can throw opponents many feet using this maneuver.
System: If this move succeeds, the fighter may choose where his opponent lands near them. An opponent can be thrown a number of yards equal to the fighter's Strength; at the STs option, opponents who are moving with a lot of momentum (for example, running quickly) when they are thrown may travel up to an extra 12 feet. The opponent lands in the designated zone by rolls, and is knocked down. If there is something in the place the opponent lands, that is inherently harmful (such as a pool of lava or a bed of iron spikes), they will suffer damage from that as well. The damage from the maneuver is actually inflicted when the character lands and hits the ground (or windshield, wall or other surface). A fighter may throw an opponent into another opponent, causing them both to suffer damage. The damage to the first opponent is based on the Throw maneuver; the damage for the second opponent is based on the thrown character's Stamina - big guys hurt you more than small guys do when they land on you!
Damage: +1
Difficulty 6
Book: WoD Combat pg 37
Two-Fisted Smash
Prerequisites: Martial Arts, Brawl 3
Description: The fighter clenches his/her hands together into one big fist and uses it to smash the opponent. Usually the fighter swings the fist down onto the opponent's head or back, but the swing can also be side-to-side.
System: Use the modifiers below.
Damage: +3
Difficulty 7
Book: WoD Combat pg 30
Weapon Block
Prerequisites: Martial Arts, Brawl, Dodge 4
Description: This maneuver allows the character to block weapon attacks without being hurt by the weapon.
System: This maneuver works just like the Block Maneuver, except that it works against weapons.
Damage: None
Cost: 1 Willpower (scene)
Difficulty 7
Book: WoD Combat pg 42
Withering Grasp
Prerequisites: Brawl, Martial Arts, Disarm
By making a successful Dexterity + Martial Arts roll, the stylist may not only inflict damage on the opponent, but disarm them as well. The martial artist must score at least three successes to disarm the foe; with five successes, the martial artist may take the weapon for their own use.
Difficulty 7
Book: Kindred of the East pg 141
Martial Arts/ Do Only
Acrobatic Dodge
Prerequisites: Dodge 2, Martial Arts/ Do, Athletics 2
Leaps, gyrations and flips allow a fast martial artist to evade many blows. Back Flips and elegant jumps are hallmark of such stylists, and they deftly avoid the strikes of many opponents. By jumping, flipping, bending and spinning, an acrobatic martial artist may evade many blows at once. The martial artist uses Dexterity + Dodge as normal, but may dodge a number of hand-to-hand or melee attacks equal to their Athletics rating while using their full Dodge pool for each. Executing an Acrobatic Dodge requires the entire turn - a martial artist cannot split the Dice Pool or perform an acrobatic dodge in conjunction with powers such as Black Wind or Celerity.
Damage: none
Difficulty 7
Book: KotE Companion pg 133
Aerial Throw
Prerequisites: Martial Arts/ Do Throw, Jump
Description: The fighter intercepts a leaping opponent in mid-air, grabs, twists around and slams them to the ground, landing on top of them unharmed.
System: To use the Aerial Throw, the fighter must interrupt an opponent executing an Aerial Maneuver. If the target suffers any damage, the Aerial Maneuver is interrupted and they suffer a Knockdown; the fighter and the victim end the turn in the same place (the fighter is able to get to their feet quickly and suffers no penalties; the opponent suffers the usual Knockdown penalties). If the opponent suffers no damage, the fighter may continue the attack. Aerial Throw is (obviously) an Aerial Maneuver.
Damage: +3
Difficulty 7
Book: WoD Combat pg 37
Atemi Strike
Prerequisites: Martial Arts/ Do 4*, Phoenix Eye Fist, Medicine 3
Description: The fighter strikes one of his opponent's vital points, causing agonizing pain. The vital points are known as kyusho in Japan, tien-hsueh in China, kuepso or keupso in Korea, huyet in Vietnam, marman in India and rahasia in Indonesia.
System: The fighter must be able to strike an unarmored vital point on the opponent's body; if all if the opponent's vital points are protected, the fighter cannot use this maneuver. If the maneuver is successfully used, damage from it cannot be soaked at all. However, the maneuver can be blocked, in which case damage from it may be soaked as normal. To use this on a supernatural creature requires a Lore of at least 2 to that type of creature, otherwise Atemi strike will have no effect.
Damage: +2
Cost: 1 Willpower /Chi
Difficulty 7
Book: WoD Combat pg 26
Cataleptic Grapple
Prerequisites: Medicine 2, Martial Arts/ Do
With a proper locking hold, a grappling martial artist can apply pressure to blood vessels, the diaphragm, lungs or simply against specific pressure points. In any case, the results are similar - the victim lapses into unconsciousness. A Cataleptic Grapple requires a successful grapple first; the martial artist must have a secure hold on the opponent. Then the martial artist must roll Perception + Martial Arts difficulty 7; this is an extended roll, with each success inflicting one level of unsoakable bashing damage. As long as the martial artist keeps the hold, they can continue to apply pressure, stunning the opponent and even eventually killing them. As always, once the opponent is taken to the Incapacitated health level, they lapse into unconsciousness. A Cataleptic Grapple can be used against Kuei-jin (by blocking Chi flow with pressure points), but the Kuei-jin only takes half bashing damage, so such an attack generally takes quite awhile to incapacitate the unliving. Cataleptic Grapple has no effect on Western Kindred.
Damage Perception + Martial
Difficulty 7
Book: KotE Companion pg 133
Deflecting Block/Throw
Dodge 3, Martial Arts/ Do, Counter Throw
The martial artist, concentrating completely on defense, tries to prevent their opponent from doing any damage and to throw them off balance in the process. When blocking, the martial artist redirects the attacker's momentum and rolls Dexterity + Martial Arts difficulty 7 against the opponent's attack roll. Each of the defender's successes subtracts one success from the attacker's roll. If the defender scores more successes than the attacker, the attacker must roll Dexterity difficulty 8 or fall to the ground and take their own Strength rating as damage.
Damage (see above)
Difficulty 7
Book: Kindred of the East pg 141
Deflecting Punch
Prerequisites: Dodge 3, Martial Arts/ Do, Punch defense
Description: Several fighting styles, including Wing Chun Kung Fu and some varieties of Karate, have developed quick counterpunches that actually deflect an opponent's punch at the same time the fighter is attacking. When the fighter sees the opponent punching, they can counter with their own punch, deflecting the opponent's strike with their arm as their fist continues on to strike the opponent.
System: The fighter must intercept the opponent's Punch Maneuver (the blocking part of this maneuver only works against punches). The opponent rolls damage for the punch even though it was interrupted; the fighter gets their full Block soak against the opponent's damage. If the opponent uses an attack other than a punch the fighter simply gets to use their normal soak, without any bonuses for blocking (although the fighter can still land the counterpunch). Once the opponent has dealt damage, the fighter immediately gets to land the counterpunch unless they were Dazed, knocked back or knocked down by the opponent's attack. The fighter calculates damage using their Brawl (Martial Arts, or Do).
Damage: -1
Difficulty 7
Book: WoD Combat pg 40
Dim Mak
Prerequisites: Martial Arts/ Do, Medicine 3 (and Occult or Lore to affect Supernaturals)
Description: Dim Mak is the ancient Chinese art of the death touch. Masters of Dim Mak possess secret knowledge of how Chi (literally, "breath") flows through the human body. Chi flow is said to vary, depending upon the time of day, the season, one's state of health and other esoteric factors. A master of dim Mak uses their knowledge of these factors to pinpoint the vulnerable locations on their opponent's body. By properly striking those locations, even with a mere finger thrust or touch, the master can disrupt the body's chi flow, causing the target to suffer intense pain and death. Legends say that the greatest masters can "delay" Dim Mak damage, so that they touch a victim and the opponent does not suffer any injury for minutes, hours, days or even months. Sometimes the master delays the damage based on how many steps the victim takes after being struck - the victim does not suffer damage until they have taken nine, 100, 1,00 or however many steps. Certain Dim Mak strikes can be used to paralyze the limbs, afflict the victim with various diseases or, so the legends say, kill with a single soft blow. This Combat Maneuver should not be confused with the Entropy effect, "Dim Mak," listed in Mage. There is more than one way to disrupt someone's Chi.
System: The effects of Dim Mak can vary widely, and the ST should feel free to alter what is described below for dramatic purposes. Whenever a fighter strikes an opponent with Dim Mak, damage is rolled normally, and the attacker also inflicts two other effects. First, they may delay the damage for any number of turns, and the damage will be applied to the target at the specified time. The player should write the time down on a slip of paper and show it to the ST; they need not tell the opponent when the damage will be suffered. Second, the attacker can temporarily reduce one of the victim's Physical Attributes by one point per successful Dim Mak strike. The player who made the Dim Mak attack chooses which Attribute to lower. Physical Attributes cannot be lowered below one by Dim Mak. Of course, the victim's Initiative, Damage, and other abilities will drop as the appropriate Attributes are reduced. The victim can regain the lost Attributes in two ways. The first is to spend one day and 2 points of Willpower per lost point. The second and better way is to locate a master of Chi Kung (Qigong) Healing (or acupuncture/ pressure) who can restore the lost points at no cost to the victim by y using a combination "laying on of hands" and acupuncture technique to correct the disruptions in the victim's Chi. Chi Kung masters are rare. Anyone who knows Dim Mak by definition knows Chi Kung, as does anyone with Do 3 or higher. The healer must roll Stamina + Do at difficulty 6, and achieve 2 successes per Attribute point lost to restore the points. This takes approximately one day per point restored. Delayed Dim Mak damage may not be "healed" by expenditure of Willpower - the character has to wait until they suffer the damage before they can heal it that way. The quest to find a Chi Kung master to heal the character (especially if the character knows that the damage has been delayed!) can create an interesting story; maybe the master will require the character to undertake a quest of some sort of "payment" for healing services.
Damage: +3
Cost: 2 Willpower/ 2chi
Difficulty 8
Book: WoD Combat pg 38
Displacement
Prerequisites: Dodge 2, Martial Arts/ Do, Athletics 1, Evasion
Description: This maneuver consists of a quick sidestep (allowing the fighter to avoid the opponent's blow), followed by a rapid strike (if the opponent is still within range).
System: This maneuver is completely effective only if the fighter is quicker than the opponent and has enough Move to initiate a counterattack. When the opponent begins to attack, the fighter must have a high enough Initiative to interrupt the attack; otherwise, the Displacement is ineffective. After interrupting, the fighter may then travel up to their full movement to the left or right of the opponent. Once the opponent's move is completed, the "displaced" fighter may then move back in and counterattack if they have enough Move left. The fighter's Brawl (Martial Arts)* technique (not Dodge) is used for purposes of calculating damage. This maneuver can be used to evade projectiles, but a contested roll must be made (refer to "Jump" above).
Damage: -1
Cost: 1 Willpower
Difficulty 7
Book: WoD Combat pg 42
Grab Punch
Prerequisites: Martial Arts/ Do
Description: This simple yet effective maneuver is derived from Monkey Style Kung Fu. The fighter lunges forward, grabs their opponent's blocking arm, pulls it out of the way and then delivers a powerful punch with his free hand.
System: The Grab Punch is similar to the Heavy Strike, except that it is slower and ignores Blocks. If the opponent uses Block, he does not get to add his Block to his soak total to resist damage from this attack.
Damage: +1
Difficulty 7
Book: WoD Combat pg 28
Handstand Kick
Prerequisites: Martial Arts/ Do, Athletics 2
Description: This flashy kick is a specialty of practioners of the Capoeria fighting style. The fighter bends over, places their hands on the ground, and then presses their legs up into a handstand. The legs snap up with tremendous kicking force.
System: Aerial opponents will suffer a Knockdown in addition to damage if successfully attacked with this maneuver. Characters may, if they choose, remain standing on their hands after they make this attack. When doing handstands, characters can move a maximum of 6 feet per turn. They may only attack with this maneuver.
Damage: +2
Difficulty 7
Book: WoD Combat pg 31
Maka Wara
Prerequisites: Martial Arts/ Do, Dodge 4
Description: Both Japanese and Chinese martial arts systems incorporate training methods for turning a fighter's body surfaces and bones as hard as iron. Called Maka Wara in Japanese, this training involves the fighter striking their hands, forearms, legs and so on against progressively harder surfaces: padded wood, bare wood, brick, stone and finally metal. The repeated blows cause the fighter's body to harden over time until they become like rods of iron. This training is facilitated by a secret herbal formula called dit da jow in Chinese. The herbal remedy helps heal the bruises that form on the fighter's arms and legs, allowing them to train again the next day. No one likes to kick or punch a rod of iron, but that is essentially what one must do to overcome a Maka Wara master.
System: Characters who posses Maka Wara can invoke the power whenever they use a Block Maneuver and the opponent strikes them with a punch or kick or knee attack. The Maka Wara defender takes damage as normal, but immediately rolls a damage test against the opponent, who has just injured themselves by striking the iron-hard arms or legs of the Maka Wara master. The defender rolls damage using a Dice Pool of (Stamina + Block) - 3. The attacker then attempts to soak. If the Maka Wara master is attacked with a weapon or a Grab or Throw maneuver, the attacker does not take damage. Garou may not use this maneuver in Hispo or Lupus forms.
Damage: See above
Difficulty 7 Book: WoD Combat pg 40
Mantis Strike
Medicine 2, Martial Arts/ Do
This open-handed blow targets the opponent's vital organs or (against undead opponents) Chi gates and vitae centers. At difficulty 7, damage is Strength + loss of one Chi point (if Kuei-jin) or Blood Point (if Kindred). Against mortals, the Mantis Strike inflicts Strength + 1
Damage: see above
Difficulty 7
Book: Kindred of the East pg 141
Push Hands
Prerequisites: Martial Arts / Do
Practice in Tai Chi includes "Push Hands," a game wherein the stylists press against one another in special poses while trying to force the opponent off-balance. A skilled practioner learns to read body language, anticipate motion and shift balance with subtle pressure. When a stylist with Push Hands is attacked, the martial artist may defend with this technique. The player rolls a normal Block, but at difficulty 7. If successful, the attacker is knocked to the ground, suffering a number of dice of bashing damage equal to their Strength (automatic Strength successes from Black Wind and Potence do count for this) while the Tai Chi master sidesteps and simply gives the foe a little nudge.
Difficulty 7
Book: KotE Companion pg 134
San He
Prerequisites: Dodge 4, Martial Arts, Do
Description: Some fighting styles teach practitioners the ability to "root" themselves to the ground using their internal Chi energy. The energy is spread out across the surface of the body and then "anchored" to the ground, creating a rigid stance. The name for this maneuver, San He, comes from Kung Fu, but other styles use this discipline under different names. Whatever it is called, when the fighter assumes this stance, their body becomes like a single, solid piece of iron - unmovable and resistant to all attacks.
System: When executing San He, the character adds Do (MA) + Dodge + Stamina to determine their soak total. In addition, the fighter cannot be knocked down except by a grab or throw, and they cannot be knocked back. The San He stance roots the fighter to the ground, and no fighting maneuver can knock the character back. Against truly massive moving objects like cars, the ST should have the fighter roll Strength + Dodge to stand their ground. The bigger the object, the more successes the fighter needs on their roll to keep from being moved (a car might be four successes, a bus, seven). Obviously, truly impressive impacts (for example the 3:15 train to Chicago from Detroit) are technically impossible to resist. A fighter does not get a +2 Initiative bonus for blocking the turn after they use San He.
Damage: None
Cost: 1 Willpower/ chi
Difficulty 7
Book: WoD Combat pg 39
Spinning Throws
Prerequisites: Martial Arts/ Do, Throw, Advanced Throw
By using momentum against several striking or grappling opponents at once, a master can turn a series of attackers into a mass of flying bodies. This defensive maneuver pits the weight and motion of each attacker against the others, so that they all assist in the task of flinging the aggressors away from the defending stylist. A spinning throw is a reactive throw; the martial artist must be attacked or grappled to use this ability. Effectively, the spinning throw permits the stylist to throw multiple opponents without suffering a penalty for multiple actions. The opponents must attack first, but resolution of damage is delayed until the martial artist attempts the spinning throw. The stylist then makes one roll to throw at the usual difficulty, with a +1 modifier for each attacker beyond the first - difficulties exceeding 10 remain at 10, but the additional point removes a success from the final roll. The throwing player compares their successes with the attacks of the aggressors; if an attacker scores more successes, his attack inflicts regular results, while if the defender scores more successes, the aggressor is thrown normally. In the case of a tie, the attacker fails in their strike but is not thrown.
Difficulty 7
Book: KotE Companion pg 13
Breaking Blow
Prerequisites: Martial Arts/ Do
Fists and feet hardened with rigorous practice, toughened by beating hot sand or water, and charged with concentration and Chi - the powerful strikes of a dedicated martial artist can break wood, brick and bone. Performing a Breaking blow requires a full turn of concentration, as the martial artist aims the blow and focuses their energies. The final strike (if it hits) adds two additional level of damage for every extra successes scored on the attack roll. The player should roll a strike even against inanimate objects, simply to determine level of additional success. This is still bashing damage unless the martial artist knows the Killing Blow technique (see below). Due to the force of the blow, though, the martial artist suffers bashing damage equal to half of the attack's additional damage (before soak rolls, rounded down). Thus, if the stylist inflicts five levels of damage upon the opponent, they suffer two levels of bashing damage themselves, though this damage may be soaked normally by both parties (and further reduced by half if the attacker is Kuei-jin).
Botching a breaking blow generally results in the martial artist crippling or breaking their own striking limb; the stylist suffers a level of lethal damage.
Difficulty 7
Book: KotE Companion pg 132 (modified)
Dragon Tail Sweep
Prerequisites: Martial Arts/ Do
This spinning legsweep can knock the martial artist's opponent to the ground. Treat this maneuver like a Throw, but the martial artist does not have to grapple with the opponent. Difficulty 7, damage by opponent's Strength.
Difficulty 7
Book: Kindred of the East pg 141
Killing Blows
Prerequisites: Martial Arts/ Do
A study of anatomy and a careful use of chambering and force allows a skilled martial artist to inflict devastating injury to the opponent, possibly killing them with a single blow. Killing Blows inflict lethal damage. No special roll or expenditure is required; the martial artist may simply decide to score lethal damage instead of bashing damage with their attacks. Killing Blows may not be effective against non-human opponents, at the ST's discretion.
Difficulty None
Book: KotE Companion pg 133
Ripping Strike
Prerequisites: Martial Arts/ Do
Used primarily with the Tiger Claw and Eagle Claw techniques of Kung Fu, a Ripping Strike rakes across the victim with stiffened fingers bent into a claw-like grasp. The martial artist may strike with the palm of their hand, or even tear into the opponent's flesh. A Ripping Strike inflicts normal damage. However, such attacks are quite powerful if executed successfully, and thus, cause the opponent to lose one extra dice from their dice pools for the remainder of the turn and in the following turn, due to the pain. At the ST's discretion, a properly executed ripping strike of significant damage (five or more health levels) may actually tear out eyes, ears or chunks of skin.
Difficulty 7
Book: KotE Companion pg 133
Do – Mage Specific
Do maneuvers are special effect abilities that mages can use in conjunction to their standard martial arts techniques. They require a certain amount of mystic knowledge and specialized training.
Arrow Cutting
Prerequisites: Do, Mo Chi Kung
Description: Named for a technique common to Japanese kenjutsu and naginatajutsu, the Akashic can catch or deflect missiles with her bare hands. If she succeeds on a Dexterity + Do roll at difficulty 7 she can block and incoming missile no faster than an arrow (no bullets). At difficulty 9 they can catch them and throw them back with the same action.
Difficulty: 7
Book: Akashic Brotherhood pg 64
Broken Rhythm
Prerequisites: Do, Mo Chi Kung
Description: In any turn that the tao shih wins initiative, he can step in and strike while the enemy is readying a defense or relaxing his guard. While the attack is sloppier than normal (+2 difficulty), the defender applies the difference in initiative ratings as a penalty to any attempt to block, dodge or counterattack in that turn, up to a total of +3. If the Tao-shih performs multiple actions, this maneuver can only be used once a turn. If an enemy has active time perceptions, this maneuver becomes useless, although an attacker with Time 2 or 3 might be able to counter this.
Difficulty none
Book: Akashic Brotherhood pg 65
Butterfly Palms
Prerequisites: Do, Mo Chi Kung
The Tao-shih trains the off-hand side of her body and practices complex katas that stress simultaneous attack, defense, and movement. If she performs multiple actions, she gains a bonus die on any dice pool after they have been reduced.
Difficulty -1 to any reduced dice pool for multiple actions
Book: Akashic Brotherhood pg 65
Escape Arts
Prerequisites: Do
Description: The mysterious Lin Shen learn to defeat locks and knots and dislocate their joints painlessly. Anyone who learns such arts can escape being tied up by an amateur without a roll. If restrained by a cop, hojo-jutsu expert or a BDSM enthusiast, the Akashic must roll Dexterity + Do, with a difficulty ranging between 5 for a quick handcuffing to a 7 or 8 if the captor binds all of his limbs and sets him in a deliberately awkward position. With life 3 body alteration, most such escapes are accomplished automatically. Exceptional cases require on or two successes at most.
Difficulty Normally 6 (varies to a max of 8)
Book: Akashic Brotherhood pg 66
Iron Shirt
Prerequisites: Do
Description: the mage gains his Do rating in additional dice to soak bashing damage. He always takes at least one level of damage if there is no way that he could have soaked it by normal stamina. The effect may be amplified to be more affective by use of life magic.
Difficulty none
Book: Akashic Brotherhood pg 65
Iron Hand
Prerequisites: Do
Description: Iron hand is the counterpart of Iron shirt and allows the Tao-shih to deliver devastating blows to objects both living and unliving. One soak die is ignored form the target’s pool, either from armor or Stamina. Unfortunately the Tao-shih’s hands are permanently numbed, imposing a +1 difficulty to all Perception and Dexterity rolls involving fine motor coordination or tactile sensory. Entropy or Forces at level 2 can add an additional point of damage per success to strikes done with this technique. Most mages distain using Palm Technique Iron, preferring the straight magical method instead.
Difficulty none
Book: Akashic Brotherhood pg 65
Kiaijutsu
Prerequisites: Do
Description: Hsien Chuan teaches the use of the voice as a weapon of terror and deception. With this maneuver, the character has mastered those techniques. Once per round, the character may frighten an enemy with a deep shout by rolling Manipulation + Do, with difficulty equal to the opponent’s Willpower + 3. Each success increases the difficulty of an enemy’s actions by one for the next turn, to a maximum penalty of +3. Furthermore, if the Tao-shih scores more successes than the enemy has Willpower, then she may immobilize him for the next round or cause him to flee.
An Akashic may also use the power more subtly, changing the timbre of her voice and “holding the shout in,” so as to be filled with fierce energy. Rolling Charisma + Do (Difficulty 8), the Tao-shih can add success to her Performance, Leadership, or Intimidation rolls for the scene. This tactic has the same problem as peaceful way. A perceptive observer can deduce what you are capable of.
This tactic is useless against the basic mental defenses granted by Mind 1 or (those with the merits Iron Will and Untamable.), but it may be used as a focus for Mind 2 or 4 effects to control an enemy’s mind.
Difficulty: Target’s Willpower + 3
Book: Akashic Brotherhood pg 66
Kongjin
Prerequisites: Do Only
Description: Kongjin, meaning "empty force," is the Chi master's ability to strike from a distance, without even having to touch the opponent. It is also known as "well fist" or "one finger" from the training method used to learn it: the student suspends an iron bell (or similarly heavy object) from a well (or in a hallway) and thrusts at it with one finger from a distance until they are able to project their Chi sufficiently to move said object.
System: A fighter using Kongjin doesn't need to be in hand-to-hand fighting distance to strike the opponent. They can attack from up to 4 yards/12 feet per dot in Do. The strike cannot be blocked.
Damage: +1
Cost: 2 Willpower
Difficulty 7
Book: WoD Combat pg 39
Jou Chuan
Prerequisites: Do
Description: Emphasized in Shen Chuan, the Soft Fist allows a skilled Akashic to redirect an unarmed or melee attack to another assailant or even return it to the attacker. If the player rolls Dexterity + Do (Difficulty 7) and scores more successes than the attacker, the Tao-shih can injure a nearby enemy (including the original attacker), doing damage equal to the attacker’s Strength plus weapon dice and adding any extra successes beyond what was necessary to accomplish the maneuver. Alternatively, the character may seize the weapon, in which case it is automatically available to use the next turn. Typically, this is enhanced by the rote Rolling Hands.
Difficulty: Target’s Willpower + 3
Damage: Opponent’s weapon dice + maneuver bonuses
Book: Akashic Brotherhood pg 66
Peaceful Way
Prerequisites: Do
Description: The Tao-shih’s learns to view other arts with the same mindfulness of Do, applying unexpected solutions to problems based on his holistic view of the world. The character gains the well trained benefit for a single skill that is listed under 8 limbs. The character dice pool may not be bigger than the appropriate attribute + Do to gain this benefit.
Difficulty: 5 (for skill affected)
Book: Akashic Brotherhood pg 64
Plum Flower Blossom
Prerequisites: Do
Description: By training while balanced on the top of the stumps of trees- set higher and farther apart as training progresses, a Tao-shih learns to perform amazing leaps and acrobatic feats. Rolling Dexterity + Do (Difficulty 6) the character may double his jumping distance or bounce form object to object for one turn, plus one for every two successes. If one of these leaps is an attack, it is penalized as an additional action and its difficulty increased by one but adds two extra damage dice. Forces 2 and Correspondence 3 can enhance leaping distance to levels seen in the most fantastic Hong Kong wuxia films.
Difficulty: 6
Damage: + 2 to any aerial maneuver
Book: Akashic Brotherhood pg 66
Ten Thousand Weapons
Prerequisites: Do/ Mo Chi Kung
A trained martial artist can improvise weapons, but the Tao-shih learns how to use any object as a melee weapon. Any object he holds, throws, or spits (such as a paperclip) with violent intent always does her Do rating in damage dice of bashing damage. If an object was normally capable of doing that amount of bashing damage, the damage becomes lethal, as the objects are accurately aimed at weak points and are used in unusually ways. If the object does lethal damage, it does an extra dice of it in this character’s hands. Entropy and Forces can make such weapons strike even harder.
The ultimate limit to this ability is the imagination of the player. If he cannot describe how the character would use the object as a weapon, then it cannot be done. Particularly awkward objects (like a TV set) impose an increased difficulty, but it should never be set as high as someone who doesn’t know this maneuver.
Difficulty: Base 6 (modified by object used to max difficulty of 8)
Damage: varies (see above)
Book: Akashic Brotherhood pg 66
Weapon Art
Prerequisites: Do
Applying the lessons of Do to weapon use, the Tao-shih gains the well trained benefit, reducing the difficulty by one when using a familiar weapon. (as a rule of thumb, assume the character has one familiar weapon per level of Melee), and he lethal attack benefit while using weapons that normally only do bashing damage.
While using this benefit, the Tao-shih’s Dexterity + Melee dice pool cannot be higher than higher than his Dexterity + Do.
Difficulty -1 to weapon based maneuvers
Book: Akashic Brotherhood pg 64
Kalindo – Stargazer Specific
Kalindo is the specialized martial arts of the tribe stargazer. It is developed to take advantage of the natural gifts of the garou and like shapeshifters. This art can only be learned from a Stargazer in rp and unlike standard Martial arts may be used without penalty in Most of the forms garou take. It is possible for them to teach similarly arranged changing breeds (Bastet, Kitsume, and Nuwisha) the skill, but even this is rare. Other werecreatures are not physically similar enough to werewolves to use the abilities correctly.
Binding Wind:
If a Kailindorani wishes to immobilize his opponent without inflicting serious damage, he may catch his opponent by the wrist and use momentum and leverage to immobilize her. If the Kailindorani scores more successes on his roll to hit than the opponent has dots in Dexterity, the opponent is held motionless. Held opponents may spend a point of willpower to attack with another limb or may free themselves by winning a contested roll of Dexterity versus Dexterity (Difficulty 6). Damage from this maneuver is based on the Kailindorani's skill (Kailindo Knowledge skill not MA rating) rather than strength. Opponents do not take damage for subsequent turns they are held past the first.
Usable by: Homid - Crinos
Difficulty: 6
Damage: Kailindo knowledge skill rating for the first turn; none in subsequent rounds.
Chakra Strike
Prerequisite: Medicine 3, Blow to pressure Point
The kailindorani punches an opponent’s chakra center with two fingers. In addition to normal strength damage, there are other affects depending upon the chakra center struck:
Solar Plexus diff 7 (+1 difficulty to all Stamina rolls)
Heart diff 8 (+1 on all charisma and manipulation rolls)
Throat diff 9 ( +1 difficulty to all athletics tasks, +1 diff to all tasks involving speech)
Crown diff 8 ( +1 difficulty to all wits and perception rolls)
Usable by: Homid - Crinos
Damage: Strength + Effect
Difficulty: varies
Deceptive Wind:
The Kailindorani leaps at her opponent and, feinting a kick from the front, strikes from the side or from the behind as she passes. The maneuver may not be blocked, only dodged.
Usable by: Homid - Crinos
Damage: Strength + 1
Difficulty: 6
Falling Tempest
The Kailindorani launches himself at his opponent and, airborne, catches her about the throat with either his legs or arms. IF the Kailindorani scores more successes on his roll to hit than the opponent has dots in Strength, the opponent is knocked to the ground and held in a chokehold. Opponents in a choke hold lose one Health Level each turn. Damage from the Chokehold cannot be soaked but does heal after an hour of rest. Opponents may escape from the chokehold by winning a contested roll of Strength vs Strength. (Diff 6)
Usable by: Homid - Crinos
Damage: Strength -1; subsequently, one Health Level per turn while hold lasts
Difficulty: 8
Forceful Wind:
The Kailindorani makes a running leap and delivers a powerful kick to her opponent's head or upper torso. If the Kailindorani inflicts more health levels of Damage than the opponent has dots in Strength, the opponent is knocked off his feet.
Usable by: Homid - Crinos
Damage: Strength + 2
Difficulty: 7
Little Cyclone:
The Kailindorani crouches while spinning around with his leg extended, knocking his opponent from her feet. The Garou rolls Dexterity + Kailindo , resisted by his opponent's Dexterity + dodge ( Diff 6). If the Kailindorani has any net successes, the opponent falls.
Usable by: Homid - Crinos
Damage: 1 die + 1 per extra success
Difficulty: 6 (Resisted by foes Dexterity + dodge)
Mountaintop
Prerequisites: Dodge 4
Description: The Stargazers teach practitioners the ability to "root" themselves to the ground by sinking their Chi center and sending the energy downward into the ground. It is very difficult to topple a mountain as the name implies. The energy is spread out across the surface of the body and then "anchored" to the ground, creating a rigid stance.
System: When executing Mountaintop, the character adds Martial arts + Dex and the result is added to his strength for the purposes of resisting being moved or knocked down. Like San He, against truly massive moving objects like cars, the ST should have the fighter add their dodge to the effect roll to stand their ground. The bigger the object, the more successes the fighter needs on their roll to keep from being moved (a car might be four successes, a bus, seven). Obviously, truly impressive impacts (for example the 3:15 train to Chicago from Detroit) are technically impossible to resist. A Kailindorani may lower the difficulty by 1 if they are on all fours in Hispo or Lupus. During the use of Mountaintop the kailinorani may not move in the same turn that he roots.
Usable by: All
Damage: None
Difficulty 6 (5)
Tornado Kick
The Kailindorani spins around at incredible speed, gaining momentum adding bone jarring force to her kick.
Usable by: Homid - Crinos
Damage: Strength + 3
Difficulty: 7
Shapeshifting maneuvers: Each of these maneuvers requires the standard roll or the expenditure of a Rage point to shapeshift into the appropriate form.
Changing Breeze:
The Kailindorani presents a large target to her opponent then changes to a smaller form, dodging the incoming attack. Each success on her shapeshifting roll adds 1 to the diff of her opponent’s next attack (Maximum difficulty of 10)
Usable by: All except Homid or lupus
Damage: None
Difficulty: Dexterity + Kailindo Diff: 7
Fading Breeze:
The Kailindorani steps back, changing into a larger form ( with longer reach) while punching, kicking or slashing with claws The difficulties of one foes attacks for the turn increase by one.
Usable by: All except Hispo or Crinos
Difficulty: 7
Damage: As per punch, claw or kick
Growing Tempest:
The Kailindorani grabs her opponent and shifts to a larger stronger form while crushing him or twisting his limbs. The opponent is grappled and must win a contested Strength roll versus Strength roll to free himself. This action costs 1 Rage to perform.
Usable by : all except Hispo or Crinos
Difficulty: 7
Damage: Strength + 2
Melting Wind
The Kailindorani changes to a smaller form to slip out of a hold. Any successes on the Dexterity + Kailindo roll are then added to her Strength pool for escaping the hold. If she blotches the roll, she suffers additional damage from the hold, as well as a + 1 increase to the difficulty of all future escape attempts.
Usable by: All except Homid or lupus
Difficulty: 6
Damage: none
Moving Breeze:
The Kailindorani changes to a smaller form ( ideally lupus) while dodging. The Kailindorani makes a roll of Dexterity + Martial Arts and adds the number of successes from his shapeshifting roll (Stamina +Primal Urge).Each success on her shapechanging roll adds one to his dice pool for dodging the next attack.
Usable by: All except Homid or lupus
Difficulty: 6
Damage: none
Rising Storm:
The manuver was developed to fell the strongest opponenets. The Kailindorani changes to a larger stronger form while punching, kicking or clawing an opponent.
Usable by: All but Crinos
Difficulty: 6
Damage: Strength + 2
Striking the Wind:
The Kailindorani allows his opponent to hit him, thus bringing her close as he changes to a larger form, then strikes. The Kailindorani is automatically hit but the difficulty of his soak roll is reduced by two. This maneuver requires the expenditure of a Rage point.
Usable by: All but Crinos
Difficulty: 6
Damage: As per punch, claw or kick
Subtle Draft:
The Kailindorani charges into an opponent while in lupus form, getting underfoot and tripping her. He then shifts to a larger form to take advantage of the situation. The difficulties of all other attacks made against his opponent this turn are reduced by 1. This manuver is particularly useful when several individuals are attacking a single opponent.
Usable by: Lupus
Difficulty: 6
Damage: none
Sudden Flurry:
A Kailindorani uses this technique after being grappled or when she wishes to keep her opponent close but off balance. She shifts to a smaller form and uses the momentum to throw her opponent ( usually straight down) Opponents are thrown a maximum of one foot per success + the Kailindorani's Strength in feet. Also, if the throw is successful, the difficulty for her next attack against this opponent is reduced by 2.
Usable by: All except Homid or lupus
Difficulty: 6
Damage: Number of successes
The Hurricane:
The Kailindorani assumes a larger, stronger form while throwing her opponent, thus gaining the added momentum and change in leverage of the shapeshift. Opponents are thrown 2 meters per success + the Kailindorani's Strength in Yards. The damage for this maneuver is usually Strength + the number of successes but may vary depending on what the Garou's opponent hits. This maneuver costs 1 Rage.
Usable by: All but Crinos
Difficulty: 7
Damage: see above.
Mo Chi Kung Fu - Shih Specific
The Shih have developed many special attacks over the years, most designed for combat with specific forms of shen. Though Mo Chi Kung Fu (Devil Judgment) is hardly the only form of martial arts studied by the Shih, it is integral to their survival. Even with the years of training and a few special talents and abilities, it is always nice to have an edge over your enemies, especially when they could eat you for lunch if you get sloppy.
Chain Snake
Prerequisites: Mo Chi Kung, Do
The Chain Snake requires a strong rope, whip or chain to use properly. Many Shih carry a length of chain with weights at either end, a modified version of the manriki-gusari, with far heavier weights than usual. This chain, called a demon-braid by the hunters, is used for the Chain Snake maneuver and to cripple hengeyokai and other enemies. Many antique chains are laced with silver, and Shih sometimes add their own silver by melting coins or stolen jewelry over the heads at either end of the chain. Demon-braids do Strength +2 damage and have an effective range of 15 feet in an open battleground. The Chain Snake maneuver is used to block an opponent's attack while capturing the attacking limb. At the same time, one end of the chain is used to counterattack, often at the vitals or the face. The Chain Snake is a very useful attack, but it requires nerves of steel, as the attacking demon has an open target. Because of the intricate movement required to wield the chain, the character must remain an open target in order to perform the stratagem. If the maneuver is successfully executed, the Shih avoids an incoming strike, manages to snare one of the opponent's limbs - setting that limb for a world of hurt in the process - and strikes back at the opponent, all in one smooth-flowing action. A successful attack also gives the Shih an automatic +3 dice on Initiative for the next turn. A captured limb gives the Shih an advantage in combat, as that limb can be moved or twisted to slow the attacker, allowing +2 dice for the purposes of avoiding the shen's next attack. A failed attack, though, reduces enemies’ difficulty to hit the Shih by two. While this move can be used with nunchaku and other short weapons, they can only capture the limb; they cannot be used to strike back at an enemy.
Roll: Dexterity + Melee
Difficulty: 7
Damage: Weapon + Special
Book: WoD Demon Hunter X pg 67
Chi Breaker
Prerequisites: Mo Chi Kung, Occult 4
The Chi Breaker is used almost exclusively against the Kuei-jin and does exactly what is claims to do. Though the Cathyans have fewer areas of weakness than many shen, they do have to worry about their Chi. Whenever this attack is performed successfully, effects on the Kuei-jin are immediate and extremely unpleasant. The Shih spends a point of Yin Chi and a point of Willpower when the strike is made. The Shih thrusts a hand into the Kuei-jin's torso and disrupts the natural flow of Chi within the demon's body. The damage is devastating, and the Kuei-jin temporarily loses the ability to channel Chi actively. This technique has saved more than a few demon hunters from certain death. The Chi disruption lasts for one turn per success of the strike, whether or not the Kuei-jin successfully soaks the actual physical damage. Additionally, each success above the minimum number needed to hit the target adds one Health Level of damage to the attack.
Roll: Dexterity + Martial Arts
Difficulty: 8
Damage: Strength + 1 per success
Book: WoD Demon Hunter X pg 65
Dagger Claw
Prerequisites: Mo Chi Kung,
The Shih use this defensive strike against any creature attempting a Leaping Rake maneuver (see Werewolf the Apocalypse or World of Darkness Combat), though it may be used against flying kicks of the Shihs is prone or kneeling. Due to the years of toughening their flesh and practicing open-handed strikes on surfaces ranging from trees to concrete walls to steel beams, the sheer toughness of the Shih's fingers lets them penetrate flesh without a weapon In an uncanny of the hengeyokai's natural abilities, the Shih spreads the fingers of both hands in wide rakes and drives them into the underbelly of their attacker, even as the Shih drops beneath the Leaping Rake. So long as the shapeshifter is off the ground by more than an inch or two, the Shih can elevate their foe even higher by using their feet. The Shih inflicts an amount of damage equal to his own Strength, plus the Strength of the opponent. This damage may be soaked. The Shih must spend one action climbing back to their feet or continue fighting from a prone position after this attack is finished.
Roll: Dexterity + Martial arts
Difficulty: 7
Damage: Strength + Opponent's Strength
Book: WoD Demon Hunter X pg 68
Fading Light Strike
Prerequisites: Mo Chi Kung 4, Occult 4, Medicine 3.
The Fading Light Strike is used to steal power from an opponent. In the case of hengeyokai, Rage is taken, while in the case of Kuei-jin, Chi is taken. This strike causes no physical damage, but the metaphysical effects can be devastating. This is yet another attack designed to balance the scales in combat. The Shih must use a weapon of some length - a sword or a staff - to execute it. The energy stolen from the demon could well be corrupted, and no Shih wants to risk infection. The Shih must understand the anatomy of their opponent and also comprehend the nature of the power they seek to remove. For these reasons, the Shih must have Medicine 3 and Occult 3 in addition to Martial Arts 4, in order to perform this maneuver. The Shih must also spend one Yang Chi upon successfully striking the correct part of the target's body. Each success removes one Chi, Rage or Quintessence for the duration of the scene that may not be immediately recovered.
Roll: Dexterity + Martial Arts
Difficulty: 8
Damage: Weapon + Special
Book: WoD Demon Hunter X pg 66
Hundred Star Shower
Prerequisites: Mo Chi Kung, Firearms
The Hundred Star Shower requires the expenditure of 2 Yin Chi, and the Shih must have at least a dozen metal throwing stars or darts. The Shih charges the shuriken with their own life-force; the Chi-charged missiles don't look any different, but their impact is far greater than it would be under normal circumstances. Each dart thrown does its usual Strength +1 damage, but the sacrificed life-force makes the damage aggravated. Kuei-jin may use Yin Mantle to soak this damage. Damage for each thrown dart must be rolled separately.
Roll: Dexterity + Firearms
Difficulty: 6
Damage: Strength + 1 per dart or star
Book: WoD Demon Hunter X pg 66
Jaw Hammer
Prerequisites: Mo Chi Kung, Occult 2, Medicine 3.
The Jaw Hammer is a powerful blow designed to shatter the bones in the target's jaw. Most hengeyokai, Kuei-jin and hirayanu use their teeth as lethal weapons. By breaking a shen's jaw in the right manner, that weapon is removed from the target's arsenal. This attack is very difficult to execute correctly; furthermore, because of the unusual arm and hand contortions required to apply the proper force, the Shih leaves himself open to attack on the following turn. If this attack fails, the Shih cannot dodge during the next turn. Shih use this technique only if they're certain they can survive failing to do it. Three successes are required to actually shatter the bones in the jaw; this damage is normal but cannot be soaked. The jaw cannot be used for biting until all the damage has been regenerated. With five or more successes, the damage is aggravated and the bone fragments must be set before they will heal correctly. There are a few shen walk around with oddly shaped jaws as a result of this attack.
Roll: Dexterity + Martial Arts
Difficulty: 7
Damage: Strength
Book: WoD Demon Hunter X pg 66
Prone Attacks
Prerequisites: Do, Mo Chi Kung, Athletics 3, Dodge.
The ability to fight prone is widely known among Shih, who often find themselves overpowered and knocked to the ground. When prone and facing a standing opponent, many Shih just stay where they are and continue fighting, as standing back up takes time. Shih with this maneuver can perform almost any of their attacks from a prone position, including kicks and weapon maneuvers. They suffer no penalties, due to their extensive training, but all others in this position suffer a +2 difficulty on all attacks (to a maximum of 10) Fighters that do not have this maneuver or groundfighting, suffer at -3 Initiative and -3 damage when they try to use a maneuver from the ground, even if their opponent is also on the ground. Fighting against an opponent using prone attacks while standing up can be difficult. Maneuvers that are specially intended to work against Crouching characters (e.g., an Axe Kick) and any other "low" attacks work normally, but any other physical strikes will be at -2 Initiative and -2 Accuracy
Difficulty 7
Book: WoD Demon Hunter X pg 68
Snout Strike
Prerequisites: Mo Chi Kung Occult 4 (or Lore Hengeyokai/shapeshifters).
The shapeshifting hengeyokai all have sensitive spots, and for most of them - the mammalian ones at least - the snout is a weak point. The Shih learned this early on and have used it to their advantage when forced to do battle with a shapeshifter who is in animal or half-animal form. The Snout Strike is a short, vicious jab, or in some cases, a grab to the muzzle. When executed properly, a Snout Strike targets the nerve ganglia of a shapechanger, causing intense pain, severe watering of the eyes and a weakness in the cognitive functions. A successful strik inflicts normal damage for a martial arts fist strike, but it also reduces the opponent's Dice Pool by two for one turn per success. A character can choose to keep the pressure on the sensitive area, but there's a serious risk: continued pressure to the nerve ganglia can cause a hengeyokai to frenzy, at which point, the effects of the Snout Strike are ignored. This maneuver is most often used at the beginning of a conflict, to "even the odds."
Roll: Dexterity + Martial Arts
Difficulty: 7
Damage: Special
Book: WoD Demon Hunter X pg 65
Twisting Thrust
Prerequisites: Mo Chi Kung, Melee 4.
The Twisting Thrust maneuver permits a Shih warrior to cut deeply into an opponent's body, turning the blade of their weapon to inflict great amount of damage. Once the damage is done, the Shih follows through with a hip-level throw to knock the opponent off balance, and then they wrench the weapon free. If performed successfully, all botched damage dice are ignored and rolled again (on the second roll, any "1s" stand and are counted as usual). Further, the target suffers the effect of normal martial arts Throw. The damage may be soaked, as usual, but the enemy is likely to end up on their back with a very large hole in some part of their body. The target must spend one action to stand back up, but prone attacks require no extra actions.
Roll: Dexterity + Melee
Difficulty: 8
Damage: Weapon + 2
Book: WoD Demon Hunter X pg 67
Weapon Maneuvers
Bash
Prerequisites: Melee
Usable with: Axes, Picks, Clubs, Fist-loads, Staff.
Description: A quick, powerful, smashing maneuver, usually performed "sidearm" with an axe, club or staff, and as a rapid punch with a fist-load.
System: Use the modifiers listed below.
Damage: +1
Difficulty 7
Book: WoD Combat pg 47
Dazing Blow
Prerequisites: Melee 3
Usable with: Any (but see below)
Description: Weapons always do Kill damage. However, if a character knows how to use a weapon well, they can simply knock someone out with it - in other words do only Stun damage. With a blunt weapon, they hit less forcefully; with an edged weapon, one uses the "flat" of the blade.
System: At the ST's discretion, not all weapons may be appropriate for this maneuver.
Damage: -2
Difficulty 7
Book: WoD Combat pg 47
Disarm
Prerequisites: Melee 3
Usable with: Blades, Blunt Weapons, flexible Weapons, Staff
Description: The fighter skillfully strikes the opponent's weapon hand or arm, not to cause damage, but to knock the weapon out of their grasp. Alternately, the fighter may use an entangling weapon such as a chain to wrap around the opponent's weapon and pull it away.
System: The fighter rolls Strength + Melee, difficulty 6. The target soaks the damage by rolling Strength, difficulty 6. For every success left after the saok roll, the weapon goes flying from the target's hand 6 feet in a direction specified by the fighter. If the fighter does not score atleast one success after the soak, the target does not lose their weapon. If the fighter botches the Disarm roll, they drop their own weapon; it will also take a turn to pick it up.
Accuracy: None
Damage: None
Difficulty 7
Book: WoD Combat pg 47
Fleche
Prerequisites: Melee
Usable with: Axes, Picks, Blades, Blunt Weapons, Fist-loads, Staff
Description: This maneuver takes its name from Fencing (it is most often used with swords); it is also known as a charge. The fighter moves forward quickly, using the momentum of their attack to increase the damage they do, adding their athletics score to the damage dice rather than extra attack successes.
System: Use the modifiers below.
Damage: +Athletics
Difficulty 7
Book: WoD Combat pg 47 (modified)
Great Blow
Prerequisites: Melee
Usable with: Any
Description: The fighter puts everything they have into the blow, exposing themselves to injury in the hopes of dong worse to their opponent. This maneuver decreases the attack difficulty for the user’s opponent by 2 to retaliate and telegraphs itself as the assault is unleashed.
System: Use the modifiers below.
Damage: +5
Difficulty 7
Book: WoD Combat pg 48 (modified)
Jab
Prerequisites; Melee
Usable with: Blades, Polearms, Staff
Description: This is a quick, light strike with a weapon, used more to test an opponent's skill and defenses than to injure them.
System: Use the modifiers below.
Damage: -2
Difficulty 5
Book: WoD Combat pg 48
Parry
Prerequisites: Melee
Usable with: Any but Fist-loads
Description: The fighter uses their weapon to block an opponent's weapon or hand-to-hand attack.
System: This maneuver works exactly like a Block, except it is performed with a weapon (Character rolls Dexterity + Melee rather than Brawl or Martial arts, in an opposed roll with an attacker.) The number of successes achieved is subtracted from the number of successes of the attacker. If he defender has more successes, then the attack fails. Parry prevents a character from suffering a Knockdown from any attack that would normally cause one (except for Knockdown from attacks that ignore Blocks, or parries such as Grabs) If a weapon is used to Parry a hand-to-hand attack, the opponent does not take damage from the weapon. If a weapon is used to Parry a hand-to-hand attack, the opponent does not take damage from the weapon. If parry is used against another weapon it also gives a +3 initiative bonus to the defender for his next action. This bonus only lasts for the round immediately following the parry and does not apply to hand to hand attacks blocked with the skill.
The ST may rule that certain weapons may not be used to perform this maneuver. In some cases, this is because the difference in size between weapons - a knife cannot generally parry a two-handed sword or battle awe. In other cases, it is simply not possible to use the weapon to parry (this might be the case with garrotes, for example).
Damage: None
Difficulty 7
Book: WoD Combat pg 48
Riposte
Prerequisites: Melee, Parry
Usable with: Any but Fist-loads
Description: This maneuver, most commonly performed with blades, is a rapid strike following a block.
System: A fighter may only use a Riposte in the turn after they have made a Parry - it is designed to allow a fighter to take advantage of their opponent's temporary inability to react may not be dodged, but may be blocked.
Damage: +0
Difficulty 7
Book: WoD Combat pg 48
Slash
Prerequisites: Melee 1
Usable with: Axes, Picks, Blades
Description: A powerful blow with an axe, sword or similar weapon.
System: Use the modifiers listed below.
Damage: +3
Difficulty 8
Book: WoD Combat pg 48
Smash
Prerequisites: Melee
Usable with: Axes, Picks, Clubs, Fist-loads, Staff
Description: A strong, powerful maneuver, usually performed by swinging downward with the weapon.
System: Use the modifiers below.
Damage: +2
Difficulty 7
Book: WoD Combat pg 48
Sweep
Prerequisites: Melee 2
Usable with: Staff, Chain, Rope
Description: The character uses their staff to knock the legs out from under their opponent.
System: In addition to any damage taken, the opponent suffers a Knodown. At the ST's discretion, some flexible weapons may also be used to perform this maneuver; they are used to yank an opponent's legs out from under them.
Damage: +0
Difficulty 7
Book: WoD Combat pg 48
Thrust
Prerequisites: Melee
Usable with: Blades, Staff
Description: This maneuver is a cross between a Jab and a Slash - it combines the former's speed with the latter's power.
System: Use the modifiers below.
Damage: +2
Difficulty 7
Book: WoD Combat pg 49
Weapon Clinch (Caught Steel)
Prerequisites: Melee, Block and Parry
Usable with: Blades, Chain, Staff
Description: This maneuver locks the weapons of opposing combatants for a short interval, during which they struggle with each other before either weapon is freed. (opponent can do no damage during this attack)If the user of weapon clinch receives more than 3 successes on the effect roll, he can hold his foe an entire round. This attack does no damage, but it does allow for verbal interaction and intimidation rolls and is a fine delaying tactic.
System: Strength + Melee
Damage: None
Difficulty Opponent’s Dexterity + Melee
Tooth 'n' Claw Maneuvers
Note: that Damage modifiers listed to this Maneuvers are in addition to the Damage modifiers the natural weaponry already provides (usually Strength+1 for fangs, Strength+2 for claws, but there are exceptions!).
Eye Pluck
Prerequisites: Brawl 2, possessing beak
Description: This maneuver is a specialty of the Corax, especially since few
if any others possess the feature of a beak. The avian soars in (yes, it is most typically attempted in Corvid) and attempts to spear the enemy's eyeball, and then take off, plucked out eye in beak.
System: This attack inflicts aggravated damage. If five successes are scored "to hit" and at least one level gets through the opponent's soak, the eye is torn out, with all the resulting penalties one would assume to being partially blinded.
Cost: None
Difficulty: 8
Damage: +2
Move: +0
Fur Gnarl
Prerequisites: Brawl 3, possessing claws
Description: The attacker lashes out with her claws, slashing through the fur or hide of an opponent and peeling off layer after layer of protective, natural body armor. This attack does devastating damage on its own, and shreds the enemy's defenses. However, it requires a deep delving of the attacker's talons, and leaves her vulnerable for a moment till she can actually tear the gathered gnarl of hide or fur from her opponent's body.
System: The attack roll is made normally and the damage is calculated. In addition to damage, for every two levels of damage done (before soak), the victim loses one die from subsequent soak rolls until he heals (in the case of natural armor such as the hide of Changing Breeds or the hardy flesh of Kindred) or gets a new set of armor. (Supernatural sources of additional armor or stamina, i.e.: Fortitude, sphere magic, qiao, gifts are not affected by this maneuver
Must follow a grab or bite.
Difficulty: 8
Damage: Strength + 1 + Special
Move: +0
Hamstring
Prerequisites: Brawl 3, possessing fangs
Description: The fighter drops low to the ground, bites into the tendons of her opponent's leg, and rips them out, crippling him.
System: If the opponent takes any damage from this maneuver, that leg becomes useless. Bipedal opponents may move at only 1/4th of their normal movement rate (at best). Quadrupeds may move at 1/2 of their normal movement rate (at best). Unless the victim has access to extraordinarily means of healing (i.e., supernatural powers), this injury cripples the leg for life. This is a Crouching maneuver.
Cost: 1 Willpower
Initiative: -1
Damage: +1
Move: +0
Jaw Lock
Prerequisites: Brawl 3, possessing fangs
Description: The fighter locks his powerful jaws onto his opponent, not to harm but to immobilize.
System: This attack may only be performed when the fighter can attack his opponent from above or behind, such that he can use his mass to his advantage. It is typically only used by war-form, near-beast, and beast form shapeshifters. Other forms cannot use it, and most vampires consider it banal and crude. It does no actual damage, but if the fighter's damage successes exceed his opponent's Strength, the target is forced to the ground and immobilized. This is a Sustained Hold. Escaping from the Jaw Lock requires a Strength+ Athletics roll, the difficulty equal to the attacker's Intimidation+4 (minimum of 4). Grappling Defense adds to the victim's Strength for the purpose of breaking the hold. The successes needed to escape equal the number of successes by which the attacker gained in excess of the victim's Strength. If the victim's roll exceeds this number, he escapes without harm. But if the successes rolled are equal to this number, the victim escapes but takes the extra successes as actual lethal damage, as he tears himself away. Scoring less than the needed successes are only a failed escape attempt, unless the roll is botched, in which case the victim takes the attacker's Strength+1 in lethal damage, and still does not escape.
The roll to break free becomes more difficult each turn the hold is successfully maintained; increased the difficulty by 1 for each turn after the first to escape. While the fighter holds the victim down, both are considered to be crouching.
Difficulty: 7
Damage: see above
Move: +0
Leaping Rake
Prerequisites: Brawl, Athletics 1, Jump, possessing claws
Description: The fighter leaps past his opponent, raking him with his claws as he flies by.
System: This is an Aerial maneuver. It is usable by near-man, war-form, or near-best shapeshifters, vampires with claws, or other humanoid creatures with claws. Note that this maneuver only works if the fighter has enough move to bound past his opponent. If he can only leap as far as his opponent, he cannot use this maneuver.
Difficulty: 7
Damage: +1
Move: +1
Neck Bite
Prerequisites: Brawl, possessing fangs
Description: The fighter leaps onto her opponent, grabs hold of him, and bites down hard on his neck.
System: This maneuver is a Sustained Hold. The attacker may continue inflict damage each turn the hold is maintained (by biting/gnawing at him).
Damage: +1
Move: 1
Pounce
Prerequisites: Athletics 3, Jump
Description: The fighter drops down into a crouch and then explodes into a mighty leap at his prey. The ferocity of this attack often takes opponents by surprise, though experienced warriors may be tipped off by the low growl coming from the fighter just before the leap.
System: This is an Aerial Maneuver, and may be used to evade projectiles (as per Jump). At the end of his leap, the fighter ends up on top of his opponent. If any damage is scored, the opponent suffers a Knockdown.
Typically, this Maneuver is used by shapeshifters in war-form, near-beast,
or beast forms. It's rarely used by vampires if ever (save perhaps for some Particularly feral Gangrel).
Cost: 1 Willpower
Damage: +2
Move: +4
Ripping Bite
Prerequisites: Brawl 3, possessing fangs
Description: The fighter bites down savagely on a limb that she wishes to weaken, then tries to tear the muscles and ligaments from their connective tissue.
System: The fighter indicates which limb she wishes to strike. A successful roll inflicts damage and causes the opponent to suffer a -1 penalty on both Stamina and Dexterity for the remainder of the combat. This Manuever can be repeated, thus further impairing the victim. If a limb reaches -3 penalty level, it is considered totally useless. The victim has to spend a Willpower point to do anything with it.
Cost: none
Damage: +1
Move: 1
Tail Lash
Prerequisites: Brawl, a long and sturdy enough tail
Description: Practiced by those Changing Breeds with a long, muscular tail (particularly Mokole), this maneuver involves a swinging of the tail and sending it crashing into the opponent. Suchid-formed Mokole can only use this maneuver on opponents standing directly behind.
System: This inflicts bashing damage; otherwise use the modifiers below.
Cost: None
Difficulty: 7
Damage: +1
Move: 2
Wing Swipe
Prerequisites: Brawl 3, Martial arts, possessing wings and the Gift, Razor Feathers
Description: Used almost only by Corax or Tengu, this Maneuver is tied specifically to one of the wereravens' most prized war-arts, the Gift called Razor Feathers (and thus, this maneuver is limited to when the fighter is in Crinos, unless the pc has the mixed morph merit) when their wings are so hardened like steel, enabling them to inflict grievous wounds with the sharp edges of their feathers. This maneuver takes full advantage of this ability. The Corax drops his shoulder and brings the wing around in a vicious slash. Even if the attack doesn't connect, the buffet is hopefully enough that the target is so busy spinning out of the way that he's off-balance for a follow-up attack. The force behind this assault is also good for cutting ropes, shattering windows, slashing tires, and so on.
System: The maneuver inflicts aggravated damage, of course. Even if the attacker misses, the opponent must make a successful Dexterity roll (difficulty 5) or stumble back off-balance. Off-balance opponents are at +1 difficulty to all rolls the following turn.
Cost: 1 Rage
Difficulty: 7
Damage: +2
Move: +1
Shapechanging Manuevers
Shapechanging Manuevers are primarily learned by shapeshifters; the Storyteller may allow those that the ability to shape change to use them. (Gangrel, Demons, Kuei Jin…etc) However, may also pick some if not any of these maneuvers. A point of Rage is the cost listed; if the character is not a shapeshifter or hasn't got Rage despite being a shapeshifter, substitute the appropriate energy (Willpower or chi in the case of KOE) of these maneuvers have "ability to change shape" as a prerequisite.
Melting
Prerequisites: Brawl
Description: The fighter shifts into a smaller or different form to slip out of Grabs and similar maneuvers.
System: The fighter rolls Dexterity+ Dodge (difficulty 7), adding the number of successes to his Strength dice pool to escape any Grab. If the roll is botched, the defender suffers an additional damage test from his opponent. This is an Abort maneuver.
Cost: 1 Rage
Difficulty: 7
Damage: 0
Move: 0
Swarm
Prerequisites: Brawl 3
Description: The fighter charges into an opponent in beast-form, getting underfoot and tripping him up, then shifting into another form (typically, Crinos) to take advantage of the situation.
System: The Swarm maneuver is used in conjunction with any other maneuver (typically, another Tooth & Claw). It adds the modifiers listed below to that attack's modifiers. Additionally, the victim of this attack suffers a Knockdown. Characters defining Combinations must specify whether one of the Maneuvers in the Combination is an ordinary maneuver or a maneuver plus Swarm (as per Jump, above).
Cost: 1 Rage
Difficulty: 8
Damage: +1
Move: +0
Wind Dodge
Prerequisites: Brawl 3, Dodge 2
Description: The fighter rapidly changes shape such that the area of his body being attacked by his opponent is no longer there. Usually, this involves shifting to a smaller shape (e.g., Lupus). The fighter then shifts into a form that will permit him to make an attack taking advantage of any openings.
System: The fighter may use his Dexterity +Dodge pool to soak damage from his opponent's attack. He then follows up with a counterattack at difficulty 4, using the modifiers listed below.
Cost: 1 Rage
Difficulty: 6/5
Damage: +1
Move: 0
The Tao of Combat
The basic rules of combat within our house rules goes as follows: Physical combat is resolved with the following skills/ talents + dex.
Attacking: Brawl, Do, Martial Arts, Melee, Firearms, any specific combat related secondary (archery, punching, etc)
Defending: Dodge, Melee, Do (or in rare cases) Athletics, Brawl, Martial Arts
Brawl: Brawl indicates the ability to fight in it’s rawest form. It covers anything from just being a good natural fighter to having a good grasp of just the fundamentals of a combat form to the point of knowing “how to really hurt someone” but not dedicated study and master. It is the default ability governing fighting bare handed for all the WoD games. Within the house rules it gives players using brawl access to a list of basic maneuvers. The default difficulty for all basic maneuvers is 6, unless otherwise stated. Characters with NO secondary skills may attempt to use an advanced move at difficulty 7. They may NOT use any Martial Arts maneuvers.
Secondary Skills: Secondary skills related to Brawl or Melee may be purchased by characters. They cost the same as any new skill/Talent/ Knowledge. However, they grant the character a -1 difficulty when in use and replace the use of the primary (parent skill) skill, ie: brawl, or melee. Characters with Martial Arts may take weapon secondary skills ONLY as Martial Arts automatically grants -1 difficulty to open handed maneuvers. (ST may restrict this from players who use weapon based forms of MA, instead only granting the MA -1 to their weapon maneuvers)
Martial Arts: Martial Arts (boxing, Kung Fu, Karate, Pencak Salat, Muay Thai…etc) are regimented, organized forms of combat that take years to master. These forms of combat grant a greater range of maneuvers to characters that practice them with dedication. As such use of Martial Arts lowers base maneuver difficulty for any maneuver they know by 1. Within the house rules of the game, characters with martial arts gain 3 maneuvers for each dot they have in their martial art. Once they reach their 3rd dot in martial arts they gain a kata based on their fighting style. The kata granted is assigned by the ST for the given martial art. Upon reaching their 5th dot in MA, the player may select a second kata with ST approval. Any maneuvers beyond that point can be purchased for 10 pts per maneuver to a maximum of 15. Like with Brawl, the martial artist may attempt a maneuver they do not know for an increased difficulty. Restricted maneuvers however, like those of Do, Mo Chi Kung Fu and Kalindo may NOT be used by those who do not have them.
Melee: is the weapon based equivalent of brawl. It’s maneuver list is unique and characters gain full access to the weapon maneuver list with purchase of Melee. The only exceptions are those maneuvers are restricted to martial arts uses only.
Firearms: Unless otherwise listed there are NO special firearms maneuvers outside of those commonly listed in VTM, WTA, MTA in play by the house rules. Standard book rules apply with the exception of the Mo Chi Kung Maneuver: Hundred Star Shower.
Dodge: Dodge is the default defensive ability for all games. To evade, or block unless specified by a given maneuver, players will roll dex +dodge to block, parry or avoid damage.
Ties in all cases go to the defender.
Katas
are forms which govern how the movements of a martial art are performed. How fast, how direct, how forcefully. Rather than a lengthy list of additional modifiers we have chosen to cut things down here by adding them with the katas. At no time can a character uses more than 1 kata per round and once declared the character may NOT change their fighting kata until the end of the round before the next initiative. Do practitioners are the ONLY character that may possess all of the katas, though they receive no break in the cost. Kata after 2nd cost is 15xp.
Katas:
Technique Focus: (Not available to Do practitioners)
Marital Artist may declare a single technique focus when they reach the 3rd level of Martial Arts. Once they do this they define themselves in one of 4 directions:
Open hand (weaponless fighter), Weapon, Hard (strikes), Soft (evasions, counters and redirection)
Once the declaration is made, they may lower the difficulty of their chosen technique by an additional -1.
Martial Arts Katas
Snake Kata (Common to: Kung Fu, Penjak Silat, Hwarang Do)
Prerequisites: MA + Athletics 3+ Empathy
Character becomes focused in his attacks, making pinpointed strikes at his opponent. Add +2 to attack and +1 Initiative.
Monkey Kata (Common to: Kung Fu)
Prerequisites: MA + Athletics 3+ and Subterfuge
Highly evasive kata making the user appear to be drunken an unpredictable..
Makes the user very difficult to target or defend against due to unpredictability. No bonus is given to Initiative but a +2 difficulty to all incoming attacks and -1 difficulty to all attack actions for duration of use. Costs 1 wp
Crane Kata (Common to: Kung Fu, Karate)
Prerequisites: MA + Dodge
Most defensive of all katas. Add +2 to all blocks, -1 damage to strikes and +1 Initiative.
Evasion Kata (Common to: Kung Fu, Capoeria, Boxing)
Prerequisites: MA + Dodge and Subterfuge
A weaving, dance-like kata, designed to disguise incoming attacks. +2 to attacks, -2 to initiative and a bonus +1 to defense.
Leopard Kata (Common to: Wing Chun, Tae Kwon Do, Shorin Ryu)
Prerequisites: MA + Athletics
A directly acting series kata designed to intercept an opponent and counter rapidly, relying on a balanced attack combining combative elements. +1 to Initiative, +1 to attack, +1 Defense
Lightning Strike Kata (Common to: Wing Chun, Tae Kwon Do, Kalindo, Kempo,)
Prerequisites: MA + Dodge3+
A Blazing fast kata designed to intercept an opponent and overwhelm him with sheer speed. +4 to Initiative, -1 to attack, -1 to damage.
Dragon Kata (Common to: Kung Fu)
Prerequisites: MA + Meditation
A building kata that gains speed and power as it continues. Each round adds both +1 to damage and +1 to Initiative up to a number of rounds equaling the user’s Stamina. Cost 1 WP.
No Moon Fighting (Kalindo Specialty)
Prerequisite: MA + Kalindo 3 + subterfuge
Kalindoist makes a roll, Dex + Subterfuge vs Difficulty 8. Each success takes away from his difficulty to hit his opponent (lowest poss. Difficulty is 3). This ability, like all katas, lasts until scene ends or player declares end of use or change of Kata. It may only be rolled once per target engaging the Kalindoist and may only be countered by an opposed successful wits + MA knowledge skill roll also at difficulty 8.
Rushing Kata (Common to: Wrestling, Capoeria, Penjak Silat, and Jujitsu)
Prerequisites: MA + Athletics 3+
A technique used to gain a better attempt at grappling an opponent at the expense of one’s body during which the attacker may do nothing save rush his opponent. Bonuses: +2 to attack, -2 to all dodges, +1 to init.
Sticky Hands Kata (Common to: Kung Fu, Pakua, Tai Chi Chuan)
Prerequisites: MA + Meditation3+
A building kata that breaks down an opponent’s defenses as it continues. Each round add either +1 to attack or +1 to Initiative up to a number of rounds equaling the user’s Dexterity. Cost 1 WP.
Tiger Kata (Common to: Kung Fu, Shotokahn, Tang Soo Do)
Prerequisites: MA + Athletics
Aggressive direct strikes and counters. Add +2 to damage, +1 to soak, Initiative is –2
5 Animal Form Kata (Storm Dance)
Prerequisite: MA + Athletics 2
The martial artist performs with such a display of agility and grace with a display of her form that his or her opponent is stifled by the display. Player rolls Manipulation + Martial Arts verses her opponent’s Wits + Martial Arts (or Melee) at difficulty 7. If successful, then the opponent adds the number of successes achieved to his attack difficulty.
Winding Wind Kata (Common to: Kung Fu, Klaive Dueling, Fencing, Penjak Silat, Karate)
Prerequisites: MA + Melee3+
Kata uses principles of circular motion and counter striking. Add +2 to all parries with melee. +1 to Init
Notes for Changing Breeds:
The bodies of changing breeds are different as they shift forms. While the first 3 (Homid –Crinos) have analogous human traits they are different from human body forms. Martial Artists MAY use their full range of Martial Arts while in homid and Glabro forms. Upon reaching Crinos, they must switch to using Brawl as their primary means of attack. However, a player with Martial arts my chose one favored Hand (and only Hand) techniques to use at baseline (listed) difficulty. Furthermore, the chosen technique cannot use the shifter’s legs (no kicks). Only Kalindo stylists learn how to use their crinos and animal forms to leap and attack in that form.
Bonuses from kata use still apply in all forms that are roughly humanoid (Homid – Crinos) and the character may use them accordingly as do passive abilities that cannot be turned off or do not inflict damage directly. They may only use the kata initially associated with their Martial arts form and may NOT change it. This is the condition of using their favored maneuver. Stargazers may continue to use kata bonuses in their all of their forms, provided they are using Kailindo.
The beast forms of changing breeds are too different from their homid forms to use martial arts. Changing breeds in Hipso or Lupus may only use brawl and the maneuvers covered under claw and fang only.
The Kailindo ability is unique to the Stargazers and will be nearly impossible to find outside of a Beast Court setting as the tribe has returned to their eastern heritage.
Melee is used for all weapons as a default including klaives. Klaive dueling is taken as a separate skill unique to the changing breeds and is a secondary skill.
Growth in Combat
Style Mastery:
Most people practicing martial artists will never do more than practice a couple of hours a week and become passingly proficient with their new skill. Most will never actively fight or seek to find the perfection of their skill and make it an absolute way of life. Other people, a select few, will dedicate themselves to the perfection of themselves, both inside and out. They will work endlessly to hone their mind, body and soul into a thing of total harmony, philosophy, and human perfection. In doing so, they will fully embrace the form of Martial art that they practice, becoming one of its paragons or “Grandmasters”. The rules below are intended to offer that path to a player willing to dedicate themselves to that path.
No characters will be accepted into play with Style Mastery. It is the reward for dedication to Martial Arts skill as persued by a character. With this rule in play, characters are forced to make a conscious effort with time and XP to make a martial artist, not a mass of disciplines, powers and an excuse for obscene damage. It should also be noted that simply because a character has a martial arts school IC or teaches a class, that does not make her a “Master” of her art. Style mastery is a matter of time, effort and dedication on the part of the player and should be something that the Storyteller incorporates into the growth of the player pursuing it. To do less cheats the player of an excellent chance at growth and development. Remember, “…a black belt doesn’t make you Bruce Lee.”
Once a PC has reached the 5th level of Martial Arts, she may attempt to “Master” her style. To do so, she must meet the following criteria:
Martial Arts 5 (23/46)
30 points in bonus Maneuvers (30)
3 kata forms (30)
Melee 3 (11)
Martial Arts Knowledge 5 (23)
Dodge 4 (15)
Empathy 3 (9)
Leadership 2 (5)
Instruction 4 (15)
Athletics 3 (9)
Philosophy 4 (15)
Medicine 3 (9)
Occult 2 (5)
Language 1 (3)
History (culture of Martial Art) 3 (9)
Miscellaneous Skill/Talent/Knowledge (10)
Declared Technique Focus
ST approval
Players should note that some skills might be added or changed on this list. A ST might require additional skills or knowledges for a player to learn based on his or her art. For example, a player attempting to master ninjitsu might have to learn Stealth and Security Systems or Herbalism as additional skills for their art. The final call on what additions are needed falls to the ST.
Masters of a martial art gain an attack bonus of 1 automatic successes on all Martial arts maneuvers, damage and initiative as well. The cost for the mastery, beyond the prerequisites, is 35 XP. Martial Arts masters also gain the background FAME at level 1. Vampires, shapeshifters, changelings, wraiths and awakened mages, may not pursue mastery because they already possess means of lowering combat difficulties. (We need some kind of game balance folks) Do stylists, by the very nature of Do, NEVER truly master it…unless the mage ascends, and that is another story all- together. The final bonus to Style mastery is the ability to create 1 signature maneuver that are unique to your character. This move must be completely detailed and submitted for approval. Once accepted, it will be added to the game database and may be taught to other characters only after they have reached MA 4+. The final ability costs another 35 xp.
Martial Arts
Basic Maneuvers: all have a base Initiative bonus of +0 unless listed otherwise.
Block
Prerequisites: None
Description: A basic defensive action in which the character stops an opponent's attack from injuring him by blocking it, usually with his hand or forearm.
System: Character rolls Dexterity + Brawl in an opposed roll with an attacker. The number of successes achieved is subtracted from the number of successes of the attacker. If he defender has more successes, then the attack fails. Block prevents a character from suffering a Knockdown from any attack that would normally cause one (except for Knockdown from attacks that ignore Blocks, such as Grabs). Block can only be used to block normal and lethal hand to hand attacks, it cannot be used to block an attack from a weapon, claws or other sources of lethal or aggravated damage. This rule applies so long as the defender does not have supernatural means of resisting injury (sphere magic, fortitude, etc.). For that, the character must either know an Advanced Maneuver or use a weapon and the appropriate Weapon Maneuver.
Initiative bonus: +4
Damage: None
Difficulty 6
Book: WoD Combat pg 22
Dodge
Prerequisites: None
Description: The invaluable art of getting out of the way of attacks.
System: When a character uses an action to dodge, they roll their Dexterity + Dodge. The number of successes they score indicates how many successes are subtracted from the opponent's to-hit roll. The difficulty to Dodge increases with the number of attackers. If attacked multiple times, the character may choose which attack to dodge, or split their Dice Pool. Dodge can be played as an Abort Maneuver.
Initiative bonus: +4
Damage: None
Difficulty 6
Book: WoD Combat pg 22
Grapple
Prerequisites: None
Description: A simple grab and squeeze attack.
System: This is a Sustained Hold.
Damage: +0
Difficulty 6
Book: WoD Combat pg 22
Haymaker
Prerequisites: Brawl 1 (Martial Arts 1)*
Description: This is an all-out punch in which the fighter takes the time to "wind up" and impart extra force to the blow. A broad overhead swing of the fist is often is often used to give the blow extra impact.
System: An opponent struck by a Haymaker must make a resisted Strength roll to see if he is also knocked back. This punch will cause a Knockdown against Aerial opponents.
Damage: +3
Difficulty 7 '
Book: WoD Combat pg 28
Heavy Strike/kick
Prerequisites: None
Description: An all-out punch (or other strike of some sort) in an attempt to injure the opponent.
Damage: +2
Difficulty 6
Book: Wod Combat pg 22
Hold
Prerequisites: None
Description: This maneuver is a Sustained Hold in which the fighter does nothing but grab and hold onto his opponent.
System: On a successful roll, the attacker holds the target until the subject’s next action. At that time, both combatants roll resisted strength + brawl actions; the subject remains immobilized until she rolls more successes than the attacker does.
Damage: none
Difficulty 6
Book: WoD Combat pg 22
Kick
Prerequisites: None
Description: A fast, sometimes desperate, kick, usually to the opponent's abdomen or legs. It can simulate a wide variety of front kicks, snap kicks, low kicks and so on.
Damage: +1
Difficulty 6
Book: WoD Combat pg 22
Quick Strike
Prerequisites: None
Description: A quick, basic attack with a fist, elbow, knee or other striking appendage.
Initiative bonus: 1
Damage: -2
Difficulty 5
Book: WoD Combat pg 23
Sprint
Prerequisites: None
Description: An all-out move, used to cross the battlefield quickly.
Difficulty 6
Book: WoD Combat pg 24
Strike
Prerequisites: None
Description: A basic attack with a fist, elbow, knee
Damage: Strength
Difficulty 6
Book: Vtm: pg 211
Weapon Strike
Prerequisites: None
Description: An any striking motion done with a weapon using Dexterity + Melee.
Damage: varies by weapon
Difficulty 6
Book: Vtm:Core book 3rd Ed
Advanced Maneuvers:
Advanced Throw
Prerequisites: Martial Arts, Brawl 3, Throw
Having successfully grappled an opponent, the stylist may attempt to throw them to the ground. This maneuver requires a Dexterity + Martial Arts roll, with a damage Dice Pool equal to the attacker's Strength. A successful throw can also stun an opponent if it inflicts three or more Health Levels of damage. Stunned characters suffer a two-die penalty to all actions for a number of turns equal to the level of damage taken.
Difficulty 7
Book: Kindred of the East pg 140
Axe Kick
Prerequisites: Martial Arts, Brawl 3, Jump
Description: The fighter begins this maneuver by leaping into the air as they strike their leg high above their head. As they come down, they slam their leg into the opponent's head or shoulders, using the momentum to increase the force of the blow.
System: This kick is an Aerial Maneuver. The fighter travels their allowed movement in the air using the -2 modifier and ends the attack in the same space as the opponent. Because this attack targets the opponent from above, crouching targets will take a hit just like anybody else. Jumping opponents will also be struck and will suffer a Knockdown.
Damage: +2
Difficulty 7
Book: WoD Combat pg 30
Backbreaker
Prerequisites: Martial Arts, Brawl 3
Description: The fighter grabs the opponent, turns their body over, raises the opponent high into the air and smashes them to the ground (or, for added effect, onto the fighter's raised knee).
System: The opponent suffers a Knockdown in addition to damage. If the fighter smashes the victim onto the knee rather than the ground, the damage is Kill damage; this form of the maneuver can cause serious spinal injuries.
Damage: +2
Difficulty 7
Book: WoD Combat pg 33
Backflip
Prerequisites: Martial Arts, Brawl 3, Athletics 3.
Description: Using this retreating defensive maneuver, a well-trained fighter can avoid nearly any attack. The Back flip is actually a series of back-handsprings that can take a competent gymnast halfway across the battlefield while he dodges projectiles and other attacks.
System: While executing this maneuver, the fighter can only move in a straight line away from his foe, but while doing so, he cannot be harmed by any attack. However, he will be vulnerable to attack both before and after this maneuver is executed.
Damage: None
Difficulty 7
Book: WoD Combat pg 24
Backroll Throw
Prerequisites: Martial Arts, Brawl 3, Athletics 1, Throw
Description: The fighter grabs the opponent (often by the lapels of a jacket, a vest or some other article of clothing) and rolls backwards onto the ground, meanwhile planting a foot on the opponent's chest or stomach to help lift them up and flip them over! The opponent ends up somewhere behind the fighter. The fighter then rolls quickly their feet.
System: Use the standard rules for Throw to determine distance thrown, damage and so forth.
Damage: +2
Difficulty 7
Book: WoD Combat pg 37
Bear Hug
Prerequisites: Martial Arts, Brawl 3
Description: Tired of faster, more agile fighters dancing rings around you? Grab that irritating quick little pipsqueak and crush him to your chest until his bones crack! The Bear Hug is an old standby for many wrestlers, and a few other styles have adopted it as well.
System: The Bear Hug is a Sustained Hold.
Damage: +1
Difficulty 7
Book: WoD Combat pg 33
Blow to Pressure Point
Prerequisites: Martial Arts, Brawl 3
The martial artist learns to strike to the temples, pressure points and Chi meridians in the body, thus causing significant damage.
Damage is Strength + 3.
Difficulty 7
Book: Kindred of the East pg 141
Breakfall
Prerequisites: Martial Arts, Brawl 3, Athletics 1
Description: Many styles, such as Jujutsu and Aikido emphasize throwing techniques. Before one can learn how to throw, however, one must learn how to be thrown without suffering serious injury. Breakfall is usually performed as a roll onto the shoulders and arms, with the head tucked in to protect against neck injuries.
System: Breakfall is practiced until it becomes instinctive; therefore, it does not count as an action. Whenever the fighter is thrown or takes damage from a maneuver that causes Knockdown, this maneuver allows one to reduce the damage they would take from the fall by one point for each success made on a Dexterity + Athletics (Martial Arts) roll. Note, Breakfall only applies to maneuvers in which hitting the ground is what causes the damage; it does not protect a character from damage caused by a maneuver that injures her and then knocks them down. An example: Breakfall applies to all Throw Maneuvers, but does not to punches that happen to do Knockdown. Additionally, Breakfall allows the fighter to ignore the -2 Initiative penalty that is normally suffered when one is Knocked Down. This applies to any Knockdown. When using Breakfall, a character gets back on their feet instantly; they do not have to spend a turn to do so or make any kind of roll.
Damage: See Above
Difficulty 7
Book: WoD Combat pg 24
Counter Throw
Prerequisites: Martial Arts, Brawl 3, Dodge 3, Punch defense, Throw
The martial artist uses the attacker's own momentum against them. The defender no longer needs to grapple an opponent before throwing them and instead makes an opposed roll of Dexterity + Brawl, Melee or Martial Arts (whichever is appropriate). If the martial artist scores more successes, they deflect the opponent's attack and may immediately attempt to throw the attacker.
Difficulty 7
Book: Kindred of the East pg 141
Choke Throw
Prerequisites: Martial Arts, Athletics 2, Jump, Throw
Description: The fighter leaps up and either catches the opponent in mid-leap or executes the maneuver upon landing. Either way, the result is the same: the fighter grabs the opponent by the throat and uses the momentum to beat the opponent to the ground and choke them.
System: The Choke Throw is an Aerial Maneuver. A fighter using it can interrupt an opponent performing an Aerial Maneuver or attack a standing opponent. If the victim takes any damage, they suffer a Knockdown. This maneuver is a Sustained Hold, allowing the fighter to keep choking the opponent until they are knocked out or escapes. Use the first damage modifier listed below for the turn in which the victim is knocked to the ground and choked. Thereafter the victim takes damage as if they were in an ordinary Choke Hold (see above). The victim cannot get to their feet until they break free from the hold.
Damage: +1/ See "Choke Hold," above
Difficulty 7
Book: WoD Combat pg 37
Choke Hold
Prerequisites: Martial Arts, Brawl 3
Description: The fighter grabs the opponent around the neck (usually from behind) and applies pressure to cut off the victim's air and blood flow, knocking them unconscious.
System: This maneuver is a Sustained Hold. The victim automatically loses one Health Level for every turn after the first in which the hold is maintained (they lose no Health Levels at all the first turn, but is unable to speak or shout). This damage may not be soaked. Upon reaching Incapacitated, the victim loses consciousness; if the hold is maintained they will begin to die, as is usual for Stun-damage maneuvers. Choke Holds do no damage to characters who do not need to breathe, although it will prevent them from speaking. This maneuver is intended for use against humanoid beings. It generally will not work on animals, Lupus-form Garou or other non-humanoid creatures unless the character buys a separate Choke Hold maneuver specifically designed to affect such creatures.
Damage: See above
Difficulty 7
Book: WoD Combat pg 33
Damaging Block
Prerequisites: Martial Arts, Brawl 3
The martial artist's blocks are really strikes aimed at attacking limbs. Roll a normal Block roll, but if the martial artist scores three or more successes, they will also inflict Strength damage.
Difficulty 7
Book: Kindred of the East pg 141
Disengage
Prerequisites: Martial Arts, Brawl 3, Athletics 2
Description: The fighter uses their flexibility and quickness to extricate themselves from an opponent's grasp.
System: A fighter may play this maneuver during any turn in which they are in a Sustained Hold. When played, the captive fighter rolls a second time that turn to try and escape from the captor. However, for the second roll, the fighter rolls their Dexterity versus their opponent's Strength. If they escape and has any Move left, they may move away from the opponent.
Damage: None
Difficulty 7
Book: WoD Combat pg 33
Dislocate Limb
Prerequisites: Martial Arts, Brawl 3, Athletics 1, Joint lock
Description: This difficult maneuver allows the fighter to dislocate one of their opponent's limbs - typically an arm. The most common method of performing this maneuver is to grab the opponent's arm tightly and then kick the opponent in the pit of the arm while pulling the arm. The result is an incredibly painful dislocation that immobilizes the limb.
System: The turn after a fighter's limb has been dislocated, they cannot make attacks with that limb. They may still make attacks with other limbs, though at a -1 Accuracy. Alternately, the opponent may pop the limb back into place in the next turn. This requires the expenditure of a Willpower point. They then have a -3 Initiative penalty that turn; if they attempt to use the limb to attack in the same turn after popping it into place, they suffer a -2 Damage modifier on any damage tests they roll.
Damage: +1
Difficulty 7
Book: WoD Combat pg 34
Disarm
Prerequisites: Martial Arts, Brawl 3
Description: The fighter skillfully strikes their opponent's weapon, hand or arm, not to cause damage, but to knock the weapon out of the opponent's grasp.
System: The fighter rolls Strength + Brawl (Martial Arts), difficulty 6. The target soaks the damage rolling Strength difficulty 6. For every success that the fighter has left after the target makes a soak roll, the weapon flies from the target's hand in the direction indicated by the fighter.If the fighter does not score at least one success after the target's soak roll, the target does not lose the weapon. If the Disarm roll is botched, the fighter strikes the weapon in such a way that they are damaged by it (target may roll normal damage, with no maneuver modifiers).
Damage: None
Difficulty 7
Book: WoD Combat pg 26
Drunken Monkey Roll
Prerequisites: Athletics 2, Martial Arts, Brawl 3
Description: Practioners claim that the unjustly imprisoned founder of Monkey Style Kung Fu invented this evasive maneuver after watching a group of monkeys through the bars of his jail cell. The monkeys would become inebriated after drinking wine thrown out by the guards and would stagger and roll around on the ground. By copying the monkeys' antics, the master developed a series of evasive tumbles and the Drunken Monkey Roll was born.
System: This maneuver is a good all-purpose evasive technique. It is a Crouching Maneuver. It can also be used to interrupt and evade projectile attacks (use the same rules as for Jump).
Damage: None
Difficulty 7
Book: WoD Combat pg 24
Double Kick
Prerequisites: Martial Arts, Brawl 3
Description: This special move is a combination of two kicks, usually a roundhouse-style kick followed by a spinning thrust kick. Some fighters prefer to use one low, hard kick followed by a second kick to the abdomen, chest or head from the same foot (a "change-up kick").
System: This maneuver scores two damage tests on the victim. Opponents using Crouching or Aerial Maneuvers will only get hit once, though.
Damage: +0
Difficulty 7
Book: WoD Combat pg 30
Ducking Punch
Prerequisites: Martial Arts, Brawl 3
Description: The fighter crouches low and delivers a short, powerful punch to the opponent's midsection (or even below-the-belt, for particularly vicious fighters).
System: This is a Crouching Maneuver.
Damage: +1
Difficulty 7
Book: WoD Combat pg 26
Ear Pop
Prerequisites: Martial Arts, Brawl 3
Description: The fighter slaps both of their opponent's ears with their hands slightly cupped, causing incredible air pressure to rush into their oppnent's ears; the opponent suffers intense pain (and, possibly, temporary or permanent loss of hearing). It is a vicious maneuver, considered "dishonorable" by some fighters.
System: This strike completely ignores a victim's Stamina for purposes of soaking damage.
Damage: -3
Difficulty: 7
Book: WoD Combat pg 27
Elbow Smash
Prerequisites: Martial Arts, Brawl 3
Description: Common to Muay Thai and certain other martial arts styles, this devastating punch has knocked out many a fighter.
System: Use the modifiers listed below.
Damage: +2
Difficulty 7
Book: WoD Combat pg 27
Evasion
Prerequisites: Dodge, Athletics 1, Martial Arts, Brawl 3.
Description: In this common dodging technique, the fighter simply sidesteps away from the attack.
System: The fighter must have enough Initiative to interrupt the opponent. As the opponent attacks, the fighter simply moves in any one direction, up to 12 feet, thus placing themselves out of harm's way.
Damage: None
Difficulty 7
Book: WoD Combat pg 42
Eye Rake
Prerequisites: Martial Arts, Brawl 3
Description: In a truly desperate move, the fighter clenches his fingers into a claw and rakes it across the opponent's face and eyes. This causes little or no damage, but temporarily blinds an opponent.
System: Very little damage ever results from this maneuver, but for the next turn the opponent must fight blind and is effectively Dazed.
Damage: -3
Difficulty 7
Book: WoD Combat pg 27
Fighting Hold
Prerequisites: Martial Arts, Brawl 3
Description: The fighter grabs the victim and then attacks them repeatedly until they fall unconscious. The maneuver is designed so that the fighter keeps at least one limb - arm, leg or head - free to attack the victim.
System: This maneuver is a Sustained Hold in which the fighter does damage by hitting the victim with a free limb(s).
Damage: +2
Difficulty: 7
Book: WoD Combat pg 34
Flying Kick
Prerequisites: Martial Arts, Brawl 3, Athletics 3, Jump.
Description: The fighter launches himself feet-first in the air toward the opponent. They end the move with a powerful kick, usually to the opponent's head or midsection. However, the difficulty to block, dodge or otherwise counter such a maneuver is reduced by two.
System: The Flying Kick is an Aerial Maneuver.
Damage: strength + athletics
Difficulty 8
Book: WoD Combat pg 30
Flying Tackle
Prerequisites: Martial Arts, Brawl 3, Athletics 2, Jump
Description: This maneuver is an all-out dive towards an opponent; at the end of the dive, the fighter grabs onto the opponent and uses their weight and momentum to knock them to the ground.
System: This is an Aerial Maneuver. If successful, the fighter will knock the opponent down. If successful, the fighter will knock the opponent down. The fighter and the opponent both end up on the ground. Both suffer the usual -2 Initiative penalty the next turn for getting to their feet.
Damage: +1
Difficulty 7
Book: WoD Combat pg 37
Foot Sweep
Prerequisites: Martial Arts, Brawl 3
Description: This maneuver is a low, powerful kick designed primarily to knock an opponent off their feet, but not cause damage. Still, the combined force of the kick and the fall is not pleasant.
System: Victims of a successful Foot Sweep suffer a Knockdown in addition to normal damage. The Foot Sweep is a Crouching Maneuver.
Damage: +1
Difficulty 7
Book: WoD Combat pg 30
Grappling Defense
Prerequisites: Martial Arts, Brawl 3
Description: Most styles that teach grab maneuvers also teach their students how to resist and escape from those same maneuvers. This maneuver allows the victim of a grab to better resist the damage from a grab, and improves the chances a fighter has to escape from a grab.
System: A fighter employing Grappling Defense may add their Stamina to their Brawl (Martial Arts)* to determine their Soak dice total against the damage from the Grab Maneuver (if any). Additionally, Grappling Defense makes it easier for a character to break free of a Sustained Hold: it adds +2 to the Strength roll for that purpose.
Damage: None
Difficulty: N/A
Book: WoD Combat pg 34
Ground fighting
Prerequisites: Athletics 4, Martial Arts, Brawl 3.
Description: Although you would never know it from watching Kung Fu movies, a large number of fights end up with both fighters on the ground, struggling to defeat each other. In this situation, a fighter who has been trained in groundfighting has a distinct advantage.
System: This maneuver is simply invoked when a fighter falls down, is thrown, is knocked down or otherwise prone. The fighter does not have to rise from the ground to continue fighting (although if they do, they suffer the standard -2 Initiative penalty unless they have Breakfall or Kippup). While fighting from the ground, he may use any Basic or Advanced Maneuvers other than hip-derived torquing maneuvers (i.e., many throws), Aerial Maneuvers or other maneuvers that the ST rules simply cannot be used while prone. Fighters that do not have this maneuver suffer at -3 Initiative and -3 damage when they try to use a maneuver from the ground, even if their opponent is also on the ground. Fighting against an opponent with ground fighting while standing up can be difficult. Maneuvers that are specially intended to work against Crouching characters (e.g., an Axe Kick) and any other "low" attacks work normally, but any other physical strikes will be at -2 Initiative.
Damage: See Above
Difficulty 7
Book: WoD Combat pg 24
Head Butt
Prerequisites: Martial Arts, Brawl 3
Description: The fighter smashes their head into the opponent. This can cause severe damage. However, the character has to train long and hard to learn how to use their head in this fashion without causing injury to themselves (this maneuver is usable by shapeshifters with horns)
System: Use the modifiers listed below.
Damage: +1
Difficulty 7
Book: WoD Combat pg 28
Heel Stamp
Prerequisites: Martial Arts, Brawl 3
Description: This maneuver is not designed to cause a lot of damage; rather, it is used when the fighter wants to put a little distance between himself and their opponent. She/he raises their leg and smashes the heel into the opponent in one direction and propelling themselves in the other.
System: When this maneuver is used, the opponent is Knocked Back. The opponent is moved a distance in feet/yards equal to the fighter's Strength + Athletics (Martial Arts)* minus the opponent's Strength. This maneuver is especially dangerous when used in fights taking place on rooftops, near vats of dangerous chemicals, on cliff sides and so forth.
Damage: -4
Difficulty 7
Book: WoD Combat pg 31
Hyper Fist
Prerequisites: Martial Arts, Brawl 3
Description: Fighters who master this maneuver are able to throw a flurry of punches, usually uppercuts and short jabs to the abdomen, that pound their opponents with multiple hits.
System: The fighter gets to roll three damage tests against the victim.
Damage: -1
Cost: 1 Willpower
Difficulty 7 Book: WoD Combat pg 29
Improved Pin
Prerequisites: Martial Arts, Brawl 3, Athletics 2, Pin
Description: A refinement of the Pin Maneuver.
System: The fighter may use an Improved Pin on any one target close enough to grab, regardless if the target is knocked down or Dazed, using the modifiers below. They may also moves lowly while maintaining the hold. In all other ways, it acts exactly like a Pin.
Damage: +2 (first turn)/ +1 (subsequent turns)
Cost: 1 Willpower
Difficulty 7
Book: WoD Combat pg 34
Iron Broom
Prerequisites: Athletics 1, Foot Sweep, Martial Arts, Brawl 3
Description: Also known as the Tiger's Tail Sweep or Dragon's Tail Sweep, this maneuver is a Foot Sweep executed against multiple opponents. The fighter drops low, extends their kicking leg and whirls around quickly, kicking the opponents and knocking the feet out from under them.
System: The fighter rolls for damage against everyone in the same area, and the surrounding 6 feet. Any victim who suffers damage is knocked down. The Iron Broom is a Crouching Maneuver.
Damage: +2
Cost: 1 Willpower/chi
Difficulty 7
Book: WoD Combat pg 31
Joint Break
Prerequisites: Martial Arts, Brawl 3, Joint Lock
Description: The fighter grabs one of the opponent's limbs (typically an arm) and bends it violently in a direction it was not meant to bend, breaking it at the joint.
System: If the victim takes any damage from this maneuver, his limb is broken, useless until it heals (either naturally or though magick or regeneration). This maneuver does Kill damage only (though, at the ST's option, the victim may pass out from the pain).
Damage: +2
Cost: 1 Willpower
Difficulty 7
Book: WoD Combat pg 34
Joint Lock
Prerequisites: Martial Arts, Brawl 3
Description: The fighter grabs one of the opponent's limbs and twists it in ways it was not meant to be twisted. This forces the opponent to their knees in excruciating pain.
System: This is a Sustained Hold; the victim takes damage each turn the hold is maintained. The victim is considered to be crouching while in a Joint Lock. The victim cannot use the locked limb while the hold is maintained, but if they spend a Willpower point, they may use another limb to attack the fighter locking them (or any other target within reach). The damage from this maneuver is Stun damage only; even if the victim becomes Incapacitated from the pain, they will not take Kill damage of the lock is maintained. This damage may be soaked only with the character's Stamina; armor does not affect it.
Damage: +1 (first turn)/ +0 (subsequent turns)
Difficulty 7
Book: WoD Combat pg 35
Kick Defense
Prerequisites: Dodge 2, Martial Arts, Brawl 3
Description: Kick Defense incorporates many movements and maneuvers that help defend the fighter against an opponent's foot and knee attacks. However, because the fighter's concentration is on the opponent's feet, they are more susceptible to punches.
System: This operates as a standard Block maneuver, except that the fighter is +4 to soak kicks and -2 to soak any other kind of attack maneuver. This soak modifier is added to or subtracted from the fighter's normal Blocking soak total. Kick defense must be declared to be in use and remains in use until the scene ends or the player declares an end.
Damage: None
Difficulty: N/A
Book: WoD Combat pg 40
Kippup
Prerequisites: Athletics 2, Martial Arts, Brawl 3
Description: One of the most basic Athletics fighting maneuvers, the Kippup allows a prone fighter to get to his feet almost instantly. The fighter curls their legs up off the ground and kicks them up into the air while simultaneously arching his back powerfully. The resulting motion practically bounces him off the ground and to his feet.
System: A fighter who knows the Kippup maneuver only suffers -1 Initiative penalty the turn after he suffers a Knockdown (instead of the standard -2 penalty). Kippup's effect is automatic.
Damage: None
Difficulty 7
Book: WoD Combat pg 26
Knee Basher
Prerequisites: Martial Arts, Brawl 3
Description: The fighter grabs the victim's head, pulls it down and smashes it repeatedly with their knee.
System: This maneuver is a Sustained Hold; the attacker may knee the victim in the face every turn that the hold is maintained. Even when (if) the victim is lucky enough to escape, they are knocked down and suffer a -2 Initiative penalty in the turn after they are free.
Damage: +2
Difficulty 7
Book: WoD Combat pg 35
Knee Strike
Prerequisites: Martial Arts, Brawl 3
Description: In this vicious maneuver, the fighter stands near the opponent and leaps up to knee them in the stomach, chest or face, using the momentum of the leap to increase the damage.
System: To use this attack, the fighter must be in the same spot as the opponent. It does not count as an Aerial Maneuver. The victim of the Knee Strike will suffer a Knockdown.
Damage: +2
Difficulty: 7
Book: WoD Combat pg 32
Knuckle Fist
Prerequisites: Martial Arts, Brawl 3
Description: This maneuver is just like the typical punch, except that it is not thrown with a clenched fist - instead, the fighter does not flex the innermost joints of his fingers, leaving the bony middle knuckles pointing forward to strike the opponent - reducing the area of impact, thus increasing the damage caused by the punch.
System: An opponent strck by a Knuckle Fist must make a resisted Strength roll to see if they are also knocked back. This punch will cause a Knockdown against Aerial opponents.
Damage: +1
Difficulty 7
Book: WoD Combat pg 29
Jump
Prerequisites: Athletics 1, Martial Arts, Brawl 3
Description: Jump is a simple maneuver that allows the character to vault over incoming projectiles, most obstacles and so forth. It is a prerequisite to many Athletic Maneuvers. Note that using Jump is not the same thing as using the Jump Chart rules from the basic ST System Rulebooks. The Jump Maneuver is more graceful and agile than a standard jump and often takes the character farther as well.
System: A character can jump three feet up and into the air or five feet forward for every dot in Athletics (Martial Arts). In combat situations, using Jump adds +1 to Move when used by itself (i.e., not in conjunction with an attack maneuver).
Damage: None
Difficulty 7
Book: WoD Combat pg 25
Missile Deflection
Prerequisites: Martial Arts/ Do, Melee 3+, Firearms 3+, Dodge 4
Description: Martial artists who have studied the intimate details of evasion and deflection motions are able to snatch arrows out of the air and catch thrown knives between clapped hands. Often the fighter will return the missile weapon to its sender in one fluid catch-and-throw motion.
System: To use this maneuver, the defender readies himself to intercept any objects thrown or projected at them. If any missile attacks are directed at them, they have a chance to catch it and even return it towards the sender or throw them in any other direction. The defender must roll Dexterity at difficulty 7 to catch a missile successfully: thrown weapons (rocks, shuriken, thrown knives) require one success; missiles like arrows, crossbow bolts and sling stones require two successes; bullets require three to be deflected (bullets may not be thrown at or deflected towards the attacker or any other target, unless the ST allows it in a heroic moment of High Drama). In order to deflect gunfire, the defender must be holding some piece of metal or other material capable of withstanding the bullets and bouncing them away. If the missile is reflected at the attacker or another person, the new victim suffers the same damage that the missile would have done to the defender who deflected it. The defender can reflect any number of missiles targeted at them during the same turn. Yes, any number.
Damage: None
Difficulty 7
Book: WoD Combat pg 41
Neckbreaker
Prerequisites: Martial Arts, Brawl 3, Joint Break.
Description: This lethal maneuver is taught only to the most advanced students. The fighter grabs the opponent's head and twists it in certain ways, breaking the opponent's neck.
System: If the opponent suffers any damage from the maneuver, the neck is broken. Normally this means death. The best that can be hoped for is paralysis from the neck down. When soaking damage from this maneuver, the victim may add their Strength to Stamina. This maneuver does lethal damage only.
Damage: +3
Cost: 1 Willpower
Difficulty 7
Book: WoD Combat pg 36
Pin
Prerequisites: Martial Arts, Brawl 3
Description: A Pin may only be used on an opponent who has been knocked down or Dazed. The fighter moves next to the opponent and makes an attack roll. If the fighter achieves two or more levels of damage, the opponent is held in a painful, immobilizing hold until they manage to break free - a difficult task.
System: The fighter's Strength is considered to be raised by 3 only for the purposes of maintaining the hold on the opponent (i.e., it does not increase damage). The fighter may choose whether they want to inflict damage with this maneuver on each turn after the first; in some cases it may be preferable to simply hold onto the opponent. If the fighter chooses to do damage, the target only gets their Stamina and Grappling Defense (if any) against the damage. This maneuver is a Sustained Hold.
Damage: +2 (first turn)/ +1 (subsequent turns)
Cost: 1 Willpower on the first turn only
Difficulty 7
Book: WoD Combat pg 36
Phoenix Eye Fist
Prerequisites: Martial Arts, Brawl 3
Description: This maneuver is like a regular punch, except the middle finger (or sometimes the thumb) is allowed to protrude above the fist, creating a more pointed surface with which to strike the opponent. The force of the punch is typically directed at the opponent's nerve clusters for maximum effectiveness.
System: An opponent struck with this maneuver will suffer numbness in the following round. If any damage is inflicted, the opponent suffers a -1 to Move during the next round. If no damage is inflicted, it is assumed that the strike missed the nerve cluster and doesn't appreciably slow the opponent down.
Damage: +1
Difficulty 7
Book: WoD Combat pg 29
Power Uppercut
Prerequisites: Martial Arts, Brawl 3
Description: This powerful punch starts low and ends high, as the fighter brings their fist up underneath their opponent's jaw (or into the opponent's stomach, if used to interrupt an Aerial Maneuver). By using his leg and back strength, a fighter can do some serious damage with this maneuver. The force with which the blow is thrown will often lift the fighter a few inches off the ground.
System: If used to interrupt an Aerial Maneuver, the Power Uppercut will cause a Knockdown, knocking the opponent out of the sky before they can land their own attack.
Damage: +3
Difficulty 7
Book: WoD Combat pg 29
Punch Defense
Prerequisites: Martial Arts, Brawl 3, Dodge 2
Description: Similar to Kick Defense, this maneuver incorporates a variety of ducking, bobbing and deflecting movements that defend a fighter against hand based attacks (punches, racking and jabbing strikes) but leave them open to other types of attacks.
System: This operates as the standard Block maneuver, except that the fighter is +4 to soak punches and -2 to soak any other type of maneuver. This soak modifier is added to or subtracted from the fighter's normal Blocking soak total. Punch defense must be declared to be in use and remains in use until the scene ends or the player declares an end.
Damage: None
Difficulty: N/A
Book: WoD Combat pg 42
Reverse Front Kick
Prerequisites: Martial Arts, Brawl 3
Description: The fighter launches a feint kick past the head of the opponent, then quickly reverses it with a sharp snapping motion, driving the heel into the back of the opponent's head.
System: The kick ignores Block Maneuvers.
Damage: +1
Difficulty 7
Book: WoD Combat pg 32
Roundhouse Kick
Prerequisites: Martial Arts, Brawl 3
Description: The fighter faces the opponent squarely, then pivots and kicks them (usually high), using the momentum from the pivot to increase the power of the kick.
System: Use the modifiers below.
Damage: +2
Difficulty 7
Book: WoD Combat pg 32
Shoulder Smash
Prerequisites: Athletics 2, Martial Arts, Brawl 3, Jump
Description: This simple and effective maneuver is the most commonly used by wrestlers and other types of fighters who don't mind getting in close and really mixing it up. The fighter jumps at their opponent as hard as they can, slamming into him with their shoulder, much like a football player making a tackle.
System: The opponent must be in the same spot or closely adjacent to the fighter for them to use this maneuver. The fighter moves into the opponent’s space, rolls damage for the Shoulder Smash and then finishes their movement. The Shoulder Smash is an Aerial Maneuver.
Damage: +3
Difficulty: 7
Book: WoD Combat pg 26
Spinning Backfist
Prerequisites: Martial Arts, Brawl 3
Description: The fighter spins around, adding force to the blow from the momentum of the spin. As the spin is completed, the fighter brings the back of their fist into contact with the opponent's jaw, with devastating results.
System: A character executing a Crouching Maneuver will not be hit by this attack.
Damage: +1
Difficulty 7
Book: WoD Combat pg 29
Spinning Thrust Kick
Prerequisites: Martial Arts, Brawl 3
Description: The fighter spins around and then thrust-kicks the opponent, using the momentum from the spin to increase the power of the kick. Sometimes the fighter will hit the opponent with the heel as their foot whips around; this is known as a Spinning Back Kick.
System: Use the modifiers below.
Damage: +3
Difficulty 7
Book: WoD Combat pg 33
Reactive Strike
Prerequisites: Martial Arts, Brawl 3
Parrying, pushing and riposting in rapid succession, the martial artist seizes a brief opening to come in under the opponent's guard. When using Reactive Strike, the martial artist must split their dice pool or otherwise perform at least two actions in the turn. The first action must block the opponent's attack; failure on the blocking negates the Reactive Strike. However, if the block succeeds, the martial artist immediately counterstrikes; the reactive blow cannot be blocked or dodged.
Difficulty 7
Book: KotE Companion pg 134
Sword Hand
Prerequisites: Martial Arts, Brawl 3
Description: Known in the west as the "karate chop," this maneuver actually takes two forms. The first is to use the edge of the flattened hand to strike the target, usually with the intent of breaking bones or inflicting other serious injury. The second, more difficult form is to flatten the hand and strike with the fingertips, driving the and into the opponent's body.
System: This punch ignores any bonuses the target gains from wearing armor, having especially tough skin or similar powers. It does not ignore Fortitude or the Maka Wara ability, however. This maneuver does lethal damage.
Damage: +2
Difficulty 7
Book: WoD Combat pg 30
Throw
Prerequisites: Martial Arts, Brawl 3
Description: Almost all fighting styles teach maneuvers in which the fighter grabs the opponent and throws them to the ground. Some throws involve fairly little contact between the two fighters, but they all require at least some contact. Typically the hips, shoulders and/or arms are used to unbalance the opponent and leverage them to the ground. The opponent's momentum (from their attack or movement) is usually turned against them, making the throw even easier for the attacker. Masters can throw opponents many feet using this maneuver.
System: If this move succeeds, the fighter may choose where his opponent lands near them. An opponent can be thrown a number of yards equal to the fighter's Strength; at the STs option, opponents who are moving with a lot of momentum (for example, running quickly) when they are thrown may travel up to an extra 12 feet. The opponent lands in the designated zone by rolls, and is knocked down. If there is something in the place the opponent lands, that is inherently harmful (such as a pool of lava or a bed of iron spikes), they will suffer damage from that as well. The damage from the maneuver is actually inflicted when the character lands and hits the ground (or windshield, wall or other surface). A fighter may throw an opponent into another opponent, causing them both to suffer damage. The damage to the first opponent is based on the Throw maneuver; the damage for the second opponent is based on the thrown character's Stamina - big guys hurt you more than small guys do when they land on you!
Damage: +1
Difficulty 6
Book: WoD Combat pg 37
Two-Fisted Smash
Prerequisites: Martial Arts, Brawl 3
Description: The fighter clenches his/her hands together into one big fist and uses it to smash the opponent. Usually the fighter swings the fist down onto the opponent's head or back, but the swing can also be side-to-side.
System: Use the modifiers below.
Damage: +3
Difficulty 7
Book: WoD Combat pg 30
Weapon Block
Prerequisites: Martial Arts, Brawl, Dodge 4
Description: This maneuver allows the character to block weapon attacks without being hurt by the weapon.
System: This maneuver works just like the Block Maneuver, except that it works against weapons.
Damage: None
Cost: 1 Willpower (scene)
Difficulty 7
Book: WoD Combat pg 42
Withering Grasp
Prerequisites: Brawl, Martial Arts, Disarm
By making a successful Dexterity + Martial Arts roll, the stylist may not only inflict damage on the opponent, but disarm them as well. The martial artist must score at least three successes to disarm the foe; with five successes, the martial artist may take the weapon for their own use.
Difficulty 7
Book: Kindred of the East pg 141
Martial Arts/ Do Only
Acrobatic Dodge
Prerequisites: Dodge 2, Martial Arts/ Do, Athletics 2
Leaps, gyrations and flips allow a fast martial artist to evade many blows. Back Flips and elegant jumps are hallmark of such stylists, and they deftly avoid the strikes of many opponents. By jumping, flipping, bending and spinning, an acrobatic martial artist may evade many blows at once. The martial artist uses Dexterity + Dodge as normal, but may dodge a number of hand-to-hand or melee attacks equal to their Athletics rating while using their full Dodge pool for each. Executing an Acrobatic Dodge requires the entire turn - a martial artist cannot split the Dice Pool or perform an acrobatic dodge in conjunction with powers such as Black Wind or Celerity.
Damage: none
Difficulty 7
Book: KotE Companion pg 133
Aerial Throw
Prerequisites: Martial Arts/ Do Throw, Jump
Description: The fighter intercepts a leaping opponent in mid-air, grabs, twists around and slams them to the ground, landing on top of them unharmed.
System: To use the Aerial Throw, the fighter must interrupt an opponent executing an Aerial Maneuver. If the target suffers any damage, the Aerial Maneuver is interrupted and they suffer a Knockdown; the fighter and the victim end the turn in the same place (the fighter is able to get to their feet quickly and suffers no penalties; the opponent suffers the usual Knockdown penalties). If the opponent suffers no damage, the fighter may continue the attack. Aerial Throw is (obviously) an Aerial Maneuver.
Damage: +3
Difficulty 7
Book: WoD Combat pg 37
Atemi Strike
Prerequisites: Martial Arts/ Do 4*, Phoenix Eye Fist, Medicine 3
Description: The fighter strikes one of his opponent's vital points, causing agonizing pain. The vital points are known as kyusho in Japan, tien-hsueh in China, kuepso or keupso in Korea, huyet in Vietnam, marman in India and rahasia in Indonesia.
System: The fighter must be able to strike an unarmored vital point on the opponent's body; if all if the opponent's vital points are protected, the fighter cannot use this maneuver. If the maneuver is successfully used, damage from it cannot be soaked at all. However, the maneuver can be blocked, in which case damage from it may be soaked as normal. To use this on a supernatural creature requires a Lore of at least 2 to that type of creature, otherwise Atemi strike will have no effect.
Damage: +2
Cost: 1 Willpower /Chi
Difficulty 7
Book: WoD Combat pg 26
Cataleptic Grapple
Prerequisites: Medicine 2, Martial Arts/ Do
With a proper locking hold, a grappling martial artist can apply pressure to blood vessels, the diaphragm, lungs or simply against specific pressure points. In any case, the results are similar - the victim lapses into unconsciousness. A Cataleptic Grapple requires a successful grapple first; the martial artist must have a secure hold on the opponent. Then the martial artist must roll Perception + Martial Arts difficulty 7; this is an extended roll, with each success inflicting one level of unsoakable bashing damage. As long as the martial artist keeps the hold, they can continue to apply pressure, stunning the opponent and even eventually killing them. As always, once the opponent is taken to the Incapacitated health level, they lapse into unconsciousness. A Cataleptic Grapple can be used against Kuei-jin (by blocking Chi flow with pressure points), but the Kuei-jin only takes half bashing damage, so such an attack generally takes quite awhile to incapacitate the unliving. Cataleptic Grapple has no effect on Western Kindred.
Damage Perception + Martial
Difficulty 7
Book: KotE Companion pg 133
Deflecting Block/Throw
Dodge 3, Martial Arts/ Do, Counter Throw
The martial artist, concentrating completely on defense, tries to prevent their opponent from doing any damage and to throw them off balance in the process. When blocking, the martial artist redirects the attacker's momentum and rolls Dexterity + Martial Arts difficulty 7 against the opponent's attack roll. Each of the defender's successes subtracts one success from the attacker's roll. If the defender scores more successes than the attacker, the attacker must roll Dexterity difficulty 8 or fall to the ground and take their own Strength rating as damage.
Damage (see above)
Difficulty 7
Book: Kindred of the East pg 141
Deflecting Punch
Prerequisites: Dodge 3, Martial Arts/ Do, Punch defense
Description: Several fighting styles, including Wing Chun Kung Fu and some varieties of Karate, have developed quick counterpunches that actually deflect an opponent's punch at the same time the fighter is attacking. When the fighter sees the opponent punching, they can counter with their own punch, deflecting the opponent's strike with their arm as their fist continues on to strike the opponent.
System: The fighter must intercept the opponent's Punch Maneuver (the blocking part of this maneuver only works against punches). The opponent rolls damage for the punch even though it was interrupted; the fighter gets their full Block soak against the opponent's damage. If the opponent uses an attack other than a punch the fighter simply gets to use their normal soak, without any bonuses for blocking (although the fighter can still land the counterpunch). Once the opponent has dealt damage, the fighter immediately gets to land the counterpunch unless they were Dazed, knocked back or knocked down by the opponent's attack. The fighter calculates damage using their Brawl (Martial Arts, or Do).
Damage: -1
Difficulty 7
Book: WoD Combat pg 40
Dim Mak
Prerequisites: Martial Arts/ Do, Medicine 3 (and Occult or Lore to affect Supernaturals)
Description: Dim Mak is the ancient Chinese art of the death touch. Masters of Dim Mak possess secret knowledge of how Chi (literally, "breath") flows through the human body. Chi flow is said to vary, depending upon the time of day, the season, one's state of health and other esoteric factors. A master of dim Mak uses their knowledge of these factors to pinpoint the vulnerable locations on their opponent's body. By properly striking those locations, even with a mere finger thrust or touch, the master can disrupt the body's chi flow, causing the target to suffer intense pain and death. Legends say that the greatest masters can "delay" Dim Mak damage, so that they touch a victim and the opponent does not suffer any injury for minutes, hours, days or even months. Sometimes the master delays the damage based on how many steps the victim takes after being struck - the victim does not suffer damage until they have taken nine, 100, 1,00 or however many steps. Certain Dim Mak strikes can be used to paralyze the limbs, afflict the victim with various diseases or, so the legends say, kill with a single soft blow. This Combat Maneuver should not be confused with the Entropy effect, "Dim Mak," listed in Mage. There is more than one way to disrupt someone's Chi.
System: The effects of Dim Mak can vary widely, and the ST should feel free to alter what is described below for dramatic purposes. Whenever a fighter strikes an opponent with Dim Mak, damage is rolled normally, and the attacker also inflicts two other effects. First, they may delay the damage for any number of turns, and the damage will be applied to the target at the specified time. The player should write the time down on a slip of paper and show it to the ST; they need not tell the opponent when the damage will be suffered. Second, the attacker can temporarily reduce one of the victim's Physical Attributes by one point per successful Dim Mak strike. The player who made the Dim Mak attack chooses which Attribute to lower. Physical Attributes cannot be lowered below one by Dim Mak. Of course, the victim's Initiative, Damage, and other abilities will drop as the appropriate Attributes are reduced. The victim can regain the lost Attributes in two ways. The first is to spend one day and 2 points of Willpower per lost point. The second and better way is to locate a master of Chi Kung (Qigong) Healing (or acupuncture/ pressure) who can restore the lost points at no cost to the victim by y using a combination "laying on of hands" and acupuncture technique to correct the disruptions in the victim's Chi. Chi Kung masters are rare. Anyone who knows Dim Mak by definition knows Chi Kung, as does anyone with Do 3 or higher. The healer must roll Stamina + Do at difficulty 6, and achieve 2 successes per Attribute point lost to restore the points. This takes approximately one day per point restored. Delayed Dim Mak damage may not be "healed" by expenditure of Willpower - the character has to wait until they suffer the damage before they can heal it that way. The quest to find a Chi Kung master to heal the character (especially if the character knows that the damage has been delayed!) can create an interesting story; maybe the master will require the character to undertake a quest of some sort of "payment" for healing services.
Damage: +3
Cost: 2 Willpower/ 2chi
Difficulty 8
Book: WoD Combat pg 38
Displacement
Prerequisites: Dodge 2, Martial Arts/ Do, Athletics 1, Evasion
Description: This maneuver consists of a quick sidestep (allowing the fighter to avoid the opponent's blow), followed by a rapid strike (if the opponent is still within range).
System: This maneuver is completely effective only if the fighter is quicker than the opponent and has enough Move to initiate a counterattack. When the opponent begins to attack, the fighter must have a high enough Initiative to interrupt the attack; otherwise, the Displacement is ineffective. After interrupting, the fighter may then travel up to their full movement to the left or right of the opponent. Once the opponent's move is completed, the "displaced" fighter may then move back in and counterattack if they have enough Move left. The fighter's Brawl (Martial Arts)* technique (not Dodge) is used for purposes of calculating damage. This maneuver can be used to evade projectiles, but a contested roll must be made (refer to "Jump" above).
Damage: -1
Cost: 1 Willpower
Difficulty 7
Book: WoD Combat pg 42
Grab Punch
Prerequisites: Martial Arts/ Do
Description: This simple yet effective maneuver is derived from Monkey Style Kung Fu. The fighter lunges forward, grabs their opponent's blocking arm, pulls it out of the way and then delivers a powerful punch with his free hand.
System: The Grab Punch is similar to the Heavy Strike, except that it is slower and ignores Blocks. If the opponent uses Block, he does not get to add his Block to his soak total to resist damage from this attack.
Damage: +1
Difficulty 7
Book: WoD Combat pg 28
Handstand Kick
Prerequisites: Martial Arts/ Do, Athletics 2
Description: This flashy kick is a specialty of practioners of the Capoeria fighting style. The fighter bends over, places their hands on the ground, and then presses their legs up into a handstand. The legs snap up with tremendous kicking force.
System: Aerial opponents will suffer a Knockdown in addition to damage if successfully attacked with this maneuver. Characters may, if they choose, remain standing on their hands after they make this attack. When doing handstands, characters can move a maximum of 6 feet per turn. They may only attack with this maneuver.
Damage: +2
Difficulty 7
Book: WoD Combat pg 31
Maka Wara
Prerequisites: Martial Arts/ Do, Dodge 4
Description: Both Japanese and Chinese martial arts systems incorporate training methods for turning a fighter's body surfaces and bones as hard as iron. Called Maka Wara in Japanese, this training involves the fighter striking their hands, forearms, legs and so on against progressively harder surfaces: padded wood, bare wood, brick, stone and finally metal. The repeated blows cause the fighter's body to harden over time until they become like rods of iron. This training is facilitated by a secret herbal formula called dit da jow in Chinese. The herbal remedy helps heal the bruises that form on the fighter's arms and legs, allowing them to train again the next day. No one likes to kick or punch a rod of iron, but that is essentially what one must do to overcome a Maka Wara master.
System: Characters who posses Maka Wara can invoke the power whenever they use a Block Maneuver and the opponent strikes them with a punch or kick or knee attack. The Maka Wara defender takes damage as normal, but immediately rolls a damage test against the opponent, who has just injured themselves by striking the iron-hard arms or legs of the Maka Wara master. The defender rolls damage using a Dice Pool of (Stamina + Block) - 3. The attacker then attempts to soak. If the Maka Wara master is attacked with a weapon or a Grab or Throw maneuver, the attacker does not take damage. Garou may not use this maneuver in Hispo or Lupus forms.
Damage: See above
Difficulty 7 Book: WoD Combat pg 40
Mantis Strike
Medicine 2, Martial Arts/ Do
This open-handed blow targets the opponent's vital organs or (against undead opponents) Chi gates and vitae centers. At difficulty 7, damage is Strength + loss of one Chi point (if Kuei-jin) or Blood Point (if Kindred). Against mortals, the Mantis Strike inflicts Strength + 1
Damage: see above
Difficulty 7
Book: Kindred of the East pg 141
Push Hands
Prerequisites: Martial Arts / Do
Practice in Tai Chi includes "Push Hands," a game wherein the stylists press against one another in special poses while trying to force the opponent off-balance. A skilled practioner learns to read body language, anticipate motion and shift balance with subtle pressure. When a stylist with Push Hands is attacked, the martial artist may defend with this technique. The player rolls a normal Block, but at difficulty 7. If successful, the attacker is knocked to the ground, suffering a number of dice of bashing damage equal to their Strength (automatic Strength successes from Black Wind and Potence do count for this) while the Tai Chi master sidesteps and simply gives the foe a little nudge.
Difficulty 7
Book: KotE Companion pg 134
San He
Prerequisites: Dodge 4, Martial Arts, Do
Description: Some fighting styles teach practitioners the ability to "root" themselves to the ground using their internal Chi energy. The energy is spread out across the surface of the body and then "anchored" to the ground, creating a rigid stance. The name for this maneuver, San He, comes from Kung Fu, but other styles use this discipline under different names. Whatever it is called, when the fighter assumes this stance, their body becomes like a single, solid piece of iron - unmovable and resistant to all attacks.
System: When executing San He, the character adds Do (MA) + Dodge + Stamina to determine their soak total. In addition, the fighter cannot be knocked down except by a grab or throw, and they cannot be knocked back. The San He stance roots the fighter to the ground, and no fighting maneuver can knock the character back. Against truly massive moving objects like cars, the ST should have the fighter roll Strength + Dodge to stand their ground. The bigger the object, the more successes the fighter needs on their roll to keep from being moved (a car might be four successes, a bus, seven). Obviously, truly impressive impacts (for example the 3:15 train to Chicago from Detroit) are technically impossible to resist. A fighter does not get a +2 Initiative bonus for blocking the turn after they use San He.
Damage: None
Cost: 1 Willpower/ chi
Difficulty 7
Book: WoD Combat pg 39
Spinning Throws
Prerequisites: Martial Arts/ Do, Throw, Advanced Throw
By using momentum against several striking or grappling opponents at once, a master can turn a series of attackers into a mass of flying bodies. This defensive maneuver pits the weight and motion of each attacker against the others, so that they all assist in the task of flinging the aggressors away from the defending stylist. A spinning throw is a reactive throw; the martial artist must be attacked or grappled to use this ability. Effectively, the spinning throw permits the stylist to throw multiple opponents without suffering a penalty for multiple actions. The opponents must attack first, but resolution of damage is delayed until the martial artist attempts the spinning throw. The stylist then makes one roll to throw at the usual difficulty, with a +1 modifier for each attacker beyond the first - difficulties exceeding 10 remain at 10, but the additional point removes a success from the final roll. The throwing player compares their successes with the attacks of the aggressors; if an attacker scores more successes, his attack inflicts regular results, while if the defender scores more successes, the aggressor is thrown normally. In the case of a tie, the attacker fails in their strike but is not thrown.
Difficulty 7
Book: KotE Companion pg 13
Breaking Blow
Prerequisites: Martial Arts/ Do
Fists and feet hardened with rigorous practice, toughened by beating hot sand or water, and charged with concentration and Chi - the powerful strikes of a dedicated martial artist can break wood, brick and bone. Performing a Breaking blow requires a full turn of concentration, as the martial artist aims the blow and focuses their energies. The final strike (if it hits) adds two additional level of damage for every extra successes scored on the attack roll. The player should roll a strike even against inanimate objects, simply to determine level of additional success. This is still bashing damage unless the martial artist knows the Killing Blow technique (see below). Due to the force of the blow, though, the martial artist suffers bashing damage equal to half of the attack's additional damage (before soak rolls, rounded down). Thus, if the stylist inflicts five levels of damage upon the opponent, they suffer two levels of bashing damage themselves, though this damage may be soaked normally by both parties (and further reduced by half if the attacker is Kuei-jin).
Botching a breaking blow generally results in the martial artist crippling or breaking their own striking limb; the stylist suffers a level of lethal damage.
Difficulty 7
Book: KotE Companion pg 132 (modified)
Dragon Tail Sweep
Prerequisites: Martial Arts/ Do
This spinning legsweep can knock the martial artist's opponent to the ground. Treat this maneuver like a Throw, but the martial artist does not have to grapple with the opponent. Difficulty 7, damage by opponent's Strength.
Difficulty 7
Book: Kindred of the East pg 141
Killing Blows
Prerequisites: Martial Arts/ Do
A study of anatomy and a careful use of chambering and force allows a skilled martial artist to inflict devastating injury to the opponent, possibly killing them with a single blow. Killing Blows inflict lethal damage. No special roll or expenditure is required; the martial artist may simply decide to score lethal damage instead of bashing damage with their attacks. Killing Blows may not be effective against non-human opponents, at the ST's discretion.
Difficulty None
Book: KotE Companion pg 133
Ripping Strike
Prerequisites: Martial Arts/ Do
Used primarily with the Tiger Claw and Eagle Claw techniques of Kung Fu, a Ripping Strike rakes across the victim with stiffened fingers bent into a claw-like grasp. The martial artist may strike with the palm of their hand, or even tear into the opponent's flesh. A Ripping Strike inflicts normal damage. However, such attacks are quite powerful if executed successfully, and thus, cause the opponent to lose one extra dice from their dice pools for the remainder of the turn and in the following turn, due to the pain. At the ST's discretion, a properly executed ripping strike of significant damage (five or more health levels) may actually tear out eyes, ears or chunks of skin.
Difficulty 7
Book: KotE Companion pg 133
Do – Mage Specific
Do maneuvers are special effect abilities that mages can use in conjunction to their standard martial arts techniques. They require a certain amount of mystic knowledge and specialized training.
Arrow Cutting
Prerequisites: Do, Mo Chi Kung
Description: Named for a technique common to Japanese kenjutsu and naginatajutsu, the Akashic can catch or deflect missiles with her bare hands. If she succeeds on a Dexterity + Do roll at difficulty 7 she can block and incoming missile no faster than an arrow (no bullets). At difficulty 9 they can catch them and throw them back with the same action.
Difficulty: 7
Book: Akashic Brotherhood pg 64
Broken Rhythm
Prerequisites: Do, Mo Chi Kung
Description: In any turn that the tao shih wins initiative, he can step in and strike while the enemy is readying a defense or relaxing his guard. While the attack is sloppier than normal (+2 difficulty), the defender applies the difference in initiative ratings as a penalty to any attempt to block, dodge or counterattack in that turn, up to a total of +3. If the Tao-shih performs multiple actions, this maneuver can only be used once a turn. If an enemy has active time perceptions, this maneuver becomes useless, although an attacker with Time 2 or 3 might be able to counter this.
Difficulty none
Book: Akashic Brotherhood pg 65
Butterfly Palms
Prerequisites: Do, Mo Chi Kung
The Tao-shih trains the off-hand side of her body and practices complex katas that stress simultaneous attack, defense, and movement. If she performs multiple actions, she gains a bonus die on any dice pool after they have been reduced.
Difficulty -1 to any reduced dice pool for multiple actions
Book: Akashic Brotherhood pg 65
Escape Arts
Prerequisites: Do
Description: The mysterious Lin Shen learn to defeat locks and knots and dislocate their joints painlessly. Anyone who learns such arts can escape being tied up by an amateur without a roll. If restrained by a cop, hojo-jutsu expert or a BDSM enthusiast, the Akashic must roll Dexterity + Do, with a difficulty ranging between 5 for a quick handcuffing to a 7 or 8 if the captor binds all of his limbs and sets him in a deliberately awkward position. With life 3 body alteration, most such escapes are accomplished automatically. Exceptional cases require on or two successes at most.
Difficulty Normally 6 (varies to a max of 8)
Book: Akashic Brotherhood pg 66
Iron Shirt
Prerequisites: Do
Description: the mage gains his Do rating in additional dice to soak bashing damage. He always takes at least one level of damage if there is no way that he could have soaked it by normal stamina. The effect may be amplified to be more affective by use of life magic.
Difficulty none
Book: Akashic Brotherhood pg 65
Iron Hand
Prerequisites: Do
Description: Iron hand is the counterpart of Iron shirt and allows the Tao-shih to deliver devastating blows to objects both living and unliving. One soak die is ignored form the target’s pool, either from armor or Stamina. Unfortunately the Tao-shih’s hands are permanently numbed, imposing a +1 difficulty to all Perception and Dexterity rolls involving fine motor coordination or tactile sensory. Entropy or Forces at level 2 can add an additional point of damage per success to strikes done with this technique. Most mages distain using Palm Technique Iron, preferring the straight magical method instead.
Difficulty none
Book: Akashic Brotherhood pg 65
Kiaijutsu
Prerequisites: Do
Description: Hsien Chuan teaches the use of the voice as a weapon of terror and deception. With this maneuver, the character has mastered those techniques. Once per round, the character may frighten an enemy with a deep shout by rolling Manipulation + Do, with difficulty equal to the opponent’s Willpower + 3. Each success increases the difficulty of an enemy’s actions by one for the next turn, to a maximum penalty of +3. Furthermore, if the Tao-shih scores more successes than the enemy has Willpower, then she may immobilize him for the next round or cause him to flee.
An Akashic may also use the power more subtly, changing the timbre of her voice and “holding the shout in,” so as to be filled with fierce energy. Rolling Charisma + Do (Difficulty 8), the Tao-shih can add success to her Performance, Leadership, or Intimidation rolls for the scene. This tactic has the same problem as peaceful way. A perceptive observer can deduce what you are capable of.
This tactic is useless against the basic mental defenses granted by Mind 1 or (those with the merits Iron Will and Untamable.), but it may be used as a focus for Mind 2 or 4 effects to control an enemy’s mind.
Difficulty: Target’s Willpower + 3
Book: Akashic Brotherhood pg 66
Kongjin
Prerequisites: Do Only
Description: Kongjin, meaning "empty force," is the Chi master's ability to strike from a distance, without even having to touch the opponent. It is also known as "well fist" or "one finger" from the training method used to learn it: the student suspends an iron bell (or similarly heavy object) from a well (or in a hallway) and thrusts at it with one finger from a distance until they are able to project their Chi sufficiently to move said object.
System: A fighter using Kongjin doesn't need to be in hand-to-hand fighting distance to strike the opponent. They can attack from up to 4 yards/12 feet per dot in Do. The strike cannot be blocked.
Damage: +1
Cost: 2 Willpower
Difficulty 7
Book: WoD Combat pg 39
Jou Chuan
Prerequisites: Do
Description: Emphasized in Shen Chuan, the Soft Fist allows a skilled Akashic to redirect an unarmed or melee attack to another assailant or even return it to the attacker. If the player rolls Dexterity + Do (Difficulty 7) and scores more successes than the attacker, the Tao-shih can injure a nearby enemy (including the original attacker), doing damage equal to the attacker’s Strength plus weapon dice and adding any extra successes beyond what was necessary to accomplish the maneuver. Alternatively, the character may seize the weapon, in which case it is automatically available to use the next turn. Typically, this is enhanced by the rote Rolling Hands.
Difficulty: Target’s Willpower + 3
Damage: Opponent’s weapon dice + maneuver bonuses
Book: Akashic Brotherhood pg 66
Peaceful Way
Prerequisites: Do
Description: The Tao-shih’s learns to view other arts with the same mindfulness of Do, applying unexpected solutions to problems based on his holistic view of the world. The character gains the well trained benefit for a single skill that is listed under 8 limbs. The character dice pool may not be bigger than the appropriate attribute + Do to gain this benefit.
Difficulty: 5 (for skill affected)
Book: Akashic Brotherhood pg 64
Plum Flower Blossom
Prerequisites: Do
Description: By training while balanced on the top of the stumps of trees- set higher and farther apart as training progresses, a Tao-shih learns to perform amazing leaps and acrobatic feats. Rolling Dexterity + Do (Difficulty 6) the character may double his jumping distance or bounce form object to object for one turn, plus one for every two successes. If one of these leaps is an attack, it is penalized as an additional action and its difficulty increased by one but adds two extra damage dice. Forces 2 and Correspondence 3 can enhance leaping distance to levels seen in the most fantastic Hong Kong wuxia films.
Difficulty: 6
Damage: + 2 to any aerial maneuver
Book: Akashic Brotherhood pg 66
Ten Thousand Weapons
Prerequisites: Do/ Mo Chi Kung
A trained martial artist can improvise weapons, but the Tao-shih learns how to use any object as a melee weapon. Any object he holds, throws, or spits (such as a paperclip) with violent intent always does her Do rating in damage dice of bashing damage. If an object was normally capable of doing that amount of bashing damage, the damage becomes lethal, as the objects are accurately aimed at weak points and are used in unusually ways. If the object does lethal damage, it does an extra dice of it in this character’s hands. Entropy and Forces can make such weapons strike even harder.
The ultimate limit to this ability is the imagination of the player. If he cannot describe how the character would use the object as a weapon, then it cannot be done. Particularly awkward objects (like a TV set) impose an increased difficulty, but it should never be set as high as someone who doesn’t know this maneuver.
Difficulty: Base 6 (modified by object used to max difficulty of 8)
Damage: varies (see above)
Book: Akashic Brotherhood pg 66
Weapon Art
Prerequisites: Do
Applying the lessons of Do to weapon use, the Tao-shih gains the well trained benefit, reducing the difficulty by one when using a familiar weapon. (as a rule of thumb, assume the character has one familiar weapon per level of Melee), and he lethal attack benefit while using weapons that normally only do bashing damage.
While using this benefit, the Tao-shih’s Dexterity + Melee dice pool cannot be higher than higher than his Dexterity + Do.
Difficulty -1 to weapon based maneuvers
Book: Akashic Brotherhood pg 64
Kalindo – Stargazer Specific
Kalindo is the specialized martial arts of the tribe stargazer. It is developed to take advantage of the natural gifts of the garou and like shapeshifters. This art can only be learned from a Stargazer in rp and unlike standard Martial arts may be used without penalty in Most of the forms garou take. It is possible for them to teach similarly arranged changing breeds (Bastet, Kitsume, and Nuwisha) the skill, but even this is rare. Other werecreatures are not physically similar enough to werewolves to use the abilities correctly.
Binding Wind:
If a Kailindorani wishes to immobilize his opponent without inflicting serious damage, he may catch his opponent by the wrist and use momentum and leverage to immobilize her. If the Kailindorani scores more successes on his roll to hit than the opponent has dots in Dexterity, the opponent is held motionless. Held opponents may spend a point of willpower to attack with another limb or may free themselves by winning a contested roll of Dexterity versus Dexterity (Difficulty 6). Damage from this maneuver is based on the Kailindorani's skill (Kailindo Knowledge skill not MA rating) rather than strength. Opponents do not take damage for subsequent turns they are held past the first.
Usable by: Homid - Crinos
Difficulty: 6
Damage: Kailindo knowledge skill rating for the first turn; none in subsequent rounds.
Chakra Strike
Prerequisite: Medicine 3, Blow to pressure Point
The kailindorani punches an opponent’s chakra center with two fingers. In addition to normal strength damage, there are other affects depending upon the chakra center struck:
Solar Plexus diff 7 (+1 difficulty to all Stamina rolls)
Heart diff 8 (+1 on all charisma and manipulation rolls)
Throat diff 9 ( +1 difficulty to all athletics tasks, +1 diff to all tasks involving speech)
Crown diff 8 ( +1 difficulty to all wits and perception rolls)
Usable by: Homid - Crinos
Damage: Strength + Effect
Difficulty: varies
Deceptive Wind:
The Kailindorani leaps at her opponent and, feinting a kick from the front, strikes from the side or from the behind as she passes. The maneuver may not be blocked, only dodged.
Usable by: Homid - Crinos
Damage: Strength + 1
Difficulty: 6
Falling Tempest
The Kailindorani launches himself at his opponent and, airborne, catches her about the throat with either his legs or arms. IF the Kailindorani scores more successes on his roll to hit than the opponent has dots in Strength, the opponent is knocked to the ground and held in a chokehold. Opponents in a choke hold lose one Health Level each turn. Damage from the Chokehold cannot be soaked but does heal after an hour of rest. Opponents may escape from the chokehold by winning a contested roll of Strength vs Strength. (Diff 6)
Usable by: Homid - Crinos
Damage: Strength -1; subsequently, one Health Level per turn while hold lasts
Difficulty: 8
Forceful Wind:
The Kailindorani makes a running leap and delivers a powerful kick to her opponent's head or upper torso. If the Kailindorani inflicts more health levels of Damage than the opponent has dots in Strength, the opponent is knocked off his feet.
Usable by: Homid - Crinos
Damage: Strength + 2
Difficulty: 7
Little Cyclone:
The Kailindorani crouches while spinning around with his leg extended, knocking his opponent from her feet. The Garou rolls Dexterity + Kailindo , resisted by his opponent's Dexterity + dodge ( Diff 6). If the Kailindorani has any net successes, the opponent falls.
Usable by: Homid - Crinos
Damage: 1 die + 1 per extra success
Difficulty: 6 (Resisted by foes Dexterity + dodge)
Mountaintop
Prerequisites: Dodge 4
Description: The Stargazers teach practitioners the ability to "root" themselves to the ground by sinking their Chi center and sending the energy downward into the ground. It is very difficult to topple a mountain as the name implies. The energy is spread out across the surface of the body and then "anchored" to the ground, creating a rigid stance.
System: When executing Mountaintop, the character adds Martial arts + Dex and the result is added to his strength for the purposes of resisting being moved or knocked down. Like San He, against truly massive moving objects like cars, the ST should have the fighter add their dodge to the effect roll to stand their ground. The bigger the object, the more successes the fighter needs on their roll to keep from being moved (a car might be four successes, a bus, seven). Obviously, truly impressive impacts (for example the 3:15 train to Chicago from Detroit) are technically impossible to resist. A Kailindorani may lower the difficulty by 1 if they are on all fours in Hispo or Lupus. During the use of Mountaintop the kailinorani may not move in the same turn that he roots.
Usable by: All
Damage: None
Difficulty 6 (5)
Tornado Kick
The Kailindorani spins around at incredible speed, gaining momentum adding bone jarring force to her kick.
Usable by: Homid - Crinos
Damage: Strength + 3
Difficulty: 7
Shapeshifting maneuvers: Each of these maneuvers requires the standard roll or the expenditure of a Rage point to shapeshift into the appropriate form.
Changing Breeze:
The Kailindorani presents a large target to her opponent then changes to a smaller form, dodging the incoming attack. Each success on her shapeshifting roll adds 1 to the diff of her opponent’s next attack (Maximum difficulty of 10)
Usable by: All except Homid or lupus
Damage: None
Difficulty: Dexterity + Kailindo Diff: 7
Fading Breeze:
The Kailindorani steps back, changing into a larger form ( with longer reach) while punching, kicking or slashing with claws The difficulties of one foes attacks for the turn increase by one.
Usable by: All except Hispo or Crinos
Difficulty: 7
Damage: As per punch, claw or kick
Growing Tempest:
The Kailindorani grabs her opponent and shifts to a larger stronger form while crushing him or twisting his limbs. The opponent is grappled and must win a contested Strength roll versus Strength roll to free himself. This action costs 1 Rage to perform.
Usable by : all except Hispo or Crinos
Difficulty: 7
Damage: Strength + 2
Melting Wind
The Kailindorani changes to a smaller form to slip out of a hold. Any successes on the Dexterity + Kailindo roll are then added to her Strength pool for escaping the hold. If she blotches the roll, she suffers additional damage from the hold, as well as a + 1 increase to the difficulty of all future escape attempts.
Usable by: All except Homid or lupus
Difficulty: 6
Damage: none
Moving Breeze:
The Kailindorani changes to a smaller form ( ideally lupus) while dodging. The Kailindorani makes a roll of Dexterity + Martial Arts and adds the number of successes from his shapeshifting roll (Stamina +Primal Urge).Each success on her shapechanging roll adds one to his dice pool for dodging the next attack.
Usable by: All except Homid or lupus
Difficulty: 6
Damage: none
Rising Storm:
The manuver was developed to fell the strongest opponenets. The Kailindorani changes to a larger stronger form while punching, kicking or clawing an opponent.
Usable by: All but Crinos
Difficulty: 6
Damage: Strength + 2
Striking the Wind:
The Kailindorani allows his opponent to hit him, thus bringing her close as he changes to a larger form, then strikes. The Kailindorani is automatically hit but the difficulty of his soak roll is reduced by two. This maneuver requires the expenditure of a Rage point.
Usable by: All but Crinos
Difficulty: 6
Damage: As per punch, claw or kick
Subtle Draft:
The Kailindorani charges into an opponent while in lupus form, getting underfoot and tripping her. He then shifts to a larger form to take advantage of the situation. The difficulties of all other attacks made against his opponent this turn are reduced by 1. This manuver is particularly useful when several individuals are attacking a single opponent.
Usable by: Lupus
Difficulty: 6
Damage: none
Sudden Flurry:
A Kailindorani uses this technique after being grappled or when she wishes to keep her opponent close but off balance. She shifts to a smaller form and uses the momentum to throw her opponent ( usually straight down) Opponents are thrown a maximum of one foot per success + the Kailindorani's Strength in feet. Also, if the throw is successful, the difficulty for her next attack against this opponent is reduced by 2.
Usable by: All except Homid or lupus
Difficulty: 6
Damage: Number of successes
The Hurricane:
The Kailindorani assumes a larger, stronger form while throwing her opponent, thus gaining the added momentum and change in leverage of the shapeshift. Opponents are thrown 2 meters per success + the Kailindorani's Strength in Yards. The damage for this maneuver is usually Strength + the number of successes but may vary depending on what the Garou's opponent hits. This maneuver costs 1 Rage.
Usable by: All but Crinos
Difficulty: 7
Damage: see above.
Mo Chi Kung Fu - Shih Specific
The Shih have developed many special attacks over the years, most designed for combat with specific forms of shen. Though Mo Chi Kung Fu (Devil Judgment) is hardly the only form of martial arts studied by the Shih, it is integral to their survival. Even with the years of training and a few special talents and abilities, it is always nice to have an edge over your enemies, especially when they could eat you for lunch if you get sloppy.
Chain Snake
Prerequisites: Mo Chi Kung, Do
The Chain Snake requires a strong rope, whip or chain to use properly. Many Shih carry a length of chain with weights at either end, a modified version of the manriki-gusari, with far heavier weights than usual. This chain, called a demon-braid by the hunters, is used for the Chain Snake maneuver and to cripple hengeyokai and other enemies. Many antique chains are laced with silver, and Shih sometimes add their own silver by melting coins or stolen jewelry over the heads at either end of the chain. Demon-braids do Strength +2 damage and have an effective range of 15 feet in an open battleground. The Chain Snake maneuver is used to block an opponent's attack while capturing the attacking limb. At the same time, one end of the chain is used to counterattack, often at the vitals or the face. The Chain Snake is a very useful attack, but it requires nerves of steel, as the attacking demon has an open target. Because of the intricate movement required to wield the chain, the character must remain an open target in order to perform the stratagem. If the maneuver is successfully executed, the Shih avoids an incoming strike, manages to snare one of the opponent's limbs - setting that limb for a world of hurt in the process - and strikes back at the opponent, all in one smooth-flowing action. A successful attack also gives the Shih an automatic +3 dice on Initiative for the next turn. A captured limb gives the Shih an advantage in combat, as that limb can be moved or twisted to slow the attacker, allowing +2 dice for the purposes of avoiding the shen's next attack. A failed attack, though, reduces enemies’ difficulty to hit the Shih by two. While this move can be used with nunchaku and other short weapons, they can only capture the limb; they cannot be used to strike back at an enemy.
Roll: Dexterity + Melee
Difficulty: 7
Damage: Weapon + Special
Book: WoD Demon Hunter X pg 67
Chi Breaker
Prerequisites: Mo Chi Kung, Occult 4
The Chi Breaker is used almost exclusively against the Kuei-jin and does exactly what is claims to do. Though the Cathyans have fewer areas of weakness than many shen, they do have to worry about their Chi. Whenever this attack is performed successfully, effects on the Kuei-jin are immediate and extremely unpleasant. The Shih spends a point of Yin Chi and a point of Willpower when the strike is made. The Shih thrusts a hand into the Kuei-jin's torso and disrupts the natural flow of Chi within the demon's body. The damage is devastating, and the Kuei-jin temporarily loses the ability to channel Chi actively. This technique has saved more than a few demon hunters from certain death. The Chi disruption lasts for one turn per success of the strike, whether or not the Kuei-jin successfully soaks the actual physical damage. Additionally, each success above the minimum number needed to hit the target adds one Health Level of damage to the attack.
Roll: Dexterity + Martial Arts
Difficulty: 8
Damage: Strength + 1 per success
Book: WoD Demon Hunter X pg 65
Dagger Claw
Prerequisites: Mo Chi Kung,
The Shih use this defensive strike against any creature attempting a Leaping Rake maneuver (see Werewolf the Apocalypse or World of Darkness Combat), though it may be used against flying kicks of the Shihs is prone or kneeling. Due to the years of toughening their flesh and practicing open-handed strikes on surfaces ranging from trees to concrete walls to steel beams, the sheer toughness of the Shih's fingers lets them penetrate flesh without a weapon In an uncanny of the hengeyokai's natural abilities, the Shih spreads the fingers of both hands in wide rakes and drives them into the underbelly of their attacker, even as the Shih drops beneath the Leaping Rake. So long as the shapeshifter is off the ground by more than an inch or two, the Shih can elevate their foe even higher by using their feet. The Shih inflicts an amount of damage equal to his own Strength, plus the Strength of the opponent. This damage may be soaked. The Shih must spend one action climbing back to their feet or continue fighting from a prone position after this attack is finished.
Roll: Dexterity + Martial arts
Difficulty: 7
Damage: Strength + Opponent's Strength
Book: WoD Demon Hunter X pg 68
Fading Light Strike
Prerequisites: Mo Chi Kung 4, Occult 4, Medicine 3.
The Fading Light Strike is used to steal power from an opponent. In the case of hengeyokai, Rage is taken, while in the case of Kuei-jin, Chi is taken. This strike causes no physical damage, but the metaphysical effects can be devastating. This is yet another attack designed to balance the scales in combat. The Shih must use a weapon of some length - a sword or a staff - to execute it. The energy stolen from the demon could well be corrupted, and no Shih wants to risk infection. The Shih must understand the anatomy of their opponent and also comprehend the nature of the power they seek to remove. For these reasons, the Shih must have Medicine 3 and Occult 3 in addition to Martial Arts 4, in order to perform this maneuver. The Shih must also spend one Yang Chi upon successfully striking the correct part of the target's body. Each success removes one Chi, Rage or Quintessence for the duration of the scene that may not be immediately recovered.
Roll: Dexterity + Martial Arts
Difficulty: 8
Damage: Weapon + Special
Book: WoD Demon Hunter X pg 66
Hundred Star Shower
Prerequisites: Mo Chi Kung, Firearms
The Hundred Star Shower requires the expenditure of 2 Yin Chi, and the Shih must have at least a dozen metal throwing stars or darts. The Shih charges the shuriken with their own life-force; the Chi-charged missiles don't look any different, but their impact is far greater than it would be under normal circumstances. Each dart thrown does its usual Strength +1 damage, but the sacrificed life-force makes the damage aggravated. Kuei-jin may use Yin Mantle to soak this damage. Damage for each thrown dart must be rolled separately.
Roll: Dexterity + Firearms
Difficulty: 6
Damage: Strength + 1 per dart or star
Book: WoD Demon Hunter X pg 66
Jaw Hammer
Prerequisites: Mo Chi Kung, Occult 2, Medicine 3.
The Jaw Hammer is a powerful blow designed to shatter the bones in the target's jaw. Most hengeyokai, Kuei-jin and hirayanu use their teeth as lethal weapons. By breaking a shen's jaw in the right manner, that weapon is removed from the target's arsenal. This attack is very difficult to execute correctly; furthermore, because of the unusual arm and hand contortions required to apply the proper force, the Shih leaves himself open to attack on the following turn. If this attack fails, the Shih cannot dodge during the next turn. Shih use this technique only if they're certain they can survive failing to do it. Three successes are required to actually shatter the bones in the jaw; this damage is normal but cannot be soaked. The jaw cannot be used for biting until all the damage has been regenerated. With five or more successes, the damage is aggravated and the bone fragments must be set before they will heal correctly. There are a few shen walk around with oddly shaped jaws as a result of this attack.
Roll: Dexterity + Martial Arts
Difficulty: 7
Damage: Strength
Book: WoD Demon Hunter X pg 66
Prone Attacks
Prerequisites: Do, Mo Chi Kung, Athletics 3, Dodge.
The ability to fight prone is widely known among Shih, who often find themselves overpowered and knocked to the ground. When prone and facing a standing opponent, many Shih just stay where they are and continue fighting, as standing back up takes time. Shih with this maneuver can perform almost any of their attacks from a prone position, including kicks and weapon maneuvers. They suffer no penalties, due to their extensive training, but all others in this position suffer a +2 difficulty on all attacks (to a maximum of 10) Fighters that do not have this maneuver or groundfighting, suffer at -3 Initiative and -3 damage when they try to use a maneuver from the ground, even if their opponent is also on the ground. Fighting against an opponent using prone attacks while standing up can be difficult. Maneuvers that are specially intended to work against Crouching characters (e.g., an Axe Kick) and any other "low" attacks work normally, but any other physical strikes will be at -2 Initiative and -2 Accuracy
Difficulty 7
Book: WoD Demon Hunter X pg 68
Snout Strike
Prerequisites: Mo Chi Kung Occult 4 (or Lore Hengeyokai/shapeshifters).
The shapeshifting hengeyokai all have sensitive spots, and for most of them - the mammalian ones at least - the snout is a weak point. The Shih learned this early on and have used it to their advantage when forced to do battle with a shapeshifter who is in animal or half-animal form. The Snout Strike is a short, vicious jab, or in some cases, a grab to the muzzle. When executed properly, a Snout Strike targets the nerve ganglia of a shapechanger, causing intense pain, severe watering of the eyes and a weakness in the cognitive functions. A successful strik inflicts normal damage for a martial arts fist strike, but it also reduces the opponent's Dice Pool by two for one turn per success. A character can choose to keep the pressure on the sensitive area, but there's a serious risk: continued pressure to the nerve ganglia can cause a hengeyokai to frenzy, at which point, the effects of the Snout Strike are ignored. This maneuver is most often used at the beginning of a conflict, to "even the odds."
Roll: Dexterity + Martial Arts
Difficulty: 7
Damage: Special
Book: WoD Demon Hunter X pg 65
Twisting Thrust
Prerequisites: Mo Chi Kung, Melee 4.
The Twisting Thrust maneuver permits a Shih warrior to cut deeply into an opponent's body, turning the blade of their weapon to inflict great amount of damage. Once the damage is done, the Shih follows through with a hip-level throw to knock the opponent off balance, and then they wrench the weapon free. If performed successfully, all botched damage dice are ignored and rolled again (on the second roll, any "1s" stand and are counted as usual). Further, the target suffers the effect of normal martial arts Throw. The damage may be soaked, as usual, but the enemy is likely to end up on their back with a very large hole in some part of their body. The target must spend one action to stand back up, but prone attacks require no extra actions.
Roll: Dexterity + Melee
Difficulty: 8
Damage: Weapon + 2
Book: WoD Demon Hunter X pg 67
Weapon Maneuvers
Bash
Prerequisites: Melee
Usable with: Axes, Picks, Clubs, Fist-loads, Staff.
Description: A quick, powerful, smashing maneuver, usually performed "sidearm" with an axe, club or staff, and as a rapid punch with a fist-load.
System: Use the modifiers listed below.
Damage: +1
Difficulty 7
Book: WoD Combat pg 47
Dazing Blow
Prerequisites: Melee 3
Usable with: Any (but see below)
Description: Weapons always do Kill damage. However, if a character knows how to use a weapon well, they can simply knock someone out with it - in other words do only Stun damage. With a blunt weapon, they hit less forcefully; with an edged weapon, one uses the "flat" of the blade.
System: At the ST's discretion, not all weapons may be appropriate for this maneuver.
Damage: -2
Difficulty 7
Book: WoD Combat pg 47
Disarm
Prerequisites: Melee 3
Usable with: Blades, Blunt Weapons, flexible Weapons, Staff
Description: The fighter skillfully strikes the opponent's weapon hand or arm, not to cause damage, but to knock the weapon out of their grasp. Alternately, the fighter may use an entangling weapon such as a chain to wrap around the opponent's weapon and pull it away.
System: The fighter rolls Strength + Melee, difficulty 6. The target soaks the damage by rolling Strength, difficulty 6. For every success left after the saok roll, the weapon goes flying from the target's hand 6 feet in a direction specified by the fighter. If the fighter does not score atleast one success after the soak, the target does not lose their weapon. If the fighter botches the Disarm roll, they drop their own weapon; it will also take a turn to pick it up.
Accuracy: None
Damage: None
Difficulty 7
Book: WoD Combat pg 47
Fleche
Prerequisites: Melee
Usable with: Axes, Picks, Blades, Blunt Weapons, Fist-loads, Staff
Description: This maneuver takes its name from Fencing (it is most often used with swords); it is also known as a charge. The fighter moves forward quickly, using the momentum of their attack to increase the damage they do, adding their athletics score to the damage dice rather than extra attack successes.
System: Use the modifiers below.
Damage: +Athletics
Difficulty 7
Book: WoD Combat pg 47 (modified)
Great Blow
Prerequisites: Melee
Usable with: Any
Description: The fighter puts everything they have into the blow, exposing themselves to injury in the hopes of dong worse to their opponent. This maneuver decreases the attack difficulty for the user’s opponent by 2 to retaliate and telegraphs itself as the assault is unleashed.
System: Use the modifiers below.
Damage: +5
Difficulty 7
Book: WoD Combat pg 48 (modified)
Jab
Prerequisites; Melee
Usable with: Blades, Polearms, Staff
Description: This is a quick, light strike with a weapon, used more to test an opponent's skill and defenses than to injure them.
System: Use the modifiers below.
Damage: -2
Difficulty 5
Book: WoD Combat pg 48
Parry
Prerequisites: Melee
Usable with: Any but Fist-loads
Description: The fighter uses their weapon to block an opponent's weapon or hand-to-hand attack.
System: This maneuver works exactly like a Block, except it is performed with a weapon (Character rolls Dexterity + Melee rather than Brawl or Martial arts, in an opposed roll with an attacker.) The number of successes achieved is subtracted from the number of successes of the attacker. If he defender has more successes, then the attack fails. Parry prevents a character from suffering a Knockdown from any attack that would normally cause one (except for Knockdown from attacks that ignore Blocks, or parries such as Grabs) If a weapon is used to Parry a hand-to-hand attack, the opponent does not take damage from the weapon. If a weapon is used to Parry a hand-to-hand attack, the opponent does not take damage from the weapon. If parry is used against another weapon it also gives a +3 initiative bonus to the defender for his next action. This bonus only lasts for the round immediately following the parry and does not apply to hand to hand attacks blocked with the skill.
The ST may rule that certain weapons may not be used to perform this maneuver. In some cases, this is because the difference in size between weapons - a knife cannot generally parry a two-handed sword or battle awe. In other cases, it is simply not possible to use the weapon to parry (this might be the case with garrotes, for example).
Damage: None
Difficulty 7
Book: WoD Combat pg 48
Riposte
Prerequisites: Melee, Parry
Usable with: Any but Fist-loads
Description: This maneuver, most commonly performed with blades, is a rapid strike following a block.
System: A fighter may only use a Riposte in the turn after they have made a Parry - it is designed to allow a fighter to take advantage of their opponent's temporary inability to react may not be dodged, but may be blocked.
Damage: +0
Difficulty 7
Book: WoD Combat pg 48
Slash
Prerequisites: Melee 1
Usable with: Axes, Picks, Blades
Description: A powerful blow with an axe, sword or similar weapon.
System: Use the modifiers listed below.
Damage: +3
Difficulty 8
Book: WoD Combat pg 48
Smash
Prerequisites: Melee
Usable with: Axes, Picks, Clubs, Fist-loads, Staff
Description: A strong, powerful maneuver, usually performed by swinging downward with the weapon.
System: Use the modifiers below.
Damage: +2
Difficulty 7
Book: WoD Combat pg 48
Sweep
Prerequisites: Melee 2
Usable with: Staff, Chain, Rope
Description: The character uses their staff to knock the legs out from under their opponent.
System: In addition to any damage taken, the opponent suffers a Knodown. At the ST's discretion, some flexible weapons may also be used to perform this maneuver; they are used to yank an opponent's legs out from under them.
Damage: +0
Difficulty 7
Book: WoD Combat pg 48
Thrust
Prerequisites: Melee
Usable with: Blades, Staff
Description: This maneuver is a cross between a Jab and a Slash - it combines the former's speed with the latter's power.
System: Use the modifiers below.
Damage: +2
Difficulty 7
Book: WoD Combat pg 49
Weapon Clinch (Caught Steel)
Prerequisites: Melee, Block and Parry
Usable with: Blades, Chain, Staff
Description: This maneuver locks the weapons of opposing combatants for a short interval, during which they struggle with each other before either weapon is freed. (opponent can do no damage during this attack)If the user of weapon clinch receives more than 3 successes on the effect roll, he can hold his foe an entire round. This attack does no damage, but it does allow for verbal interaction and intimidation rolls and is a fine delaying tactic.
System: Strength + Melee
Damage: None
Difficulty Opponent’s Dexterity + Melee
Tooth 'n' Claw Maneuvers
Note: that Damage modifiers listed to this Maneuvers are in addition to the Damage modifiers the natural weaponry already provides (usually Strength+1 for fangs, Strength+2 for claws, but there are exceptions!).
Eye Pluck
Prerequisites: Brawl 2, possessing beak
Description: This maneuver is a specialty of the Corax, especially since few
if any others possess the feature of a beak. The avian soars in (yes, it is most typically attempted in Corvid) and attempts to spear the enemy's eyeball, and then take off, plucked out eye in beak.
System: This attack inflicts aggravated damage. If five successes are scored "to hit" and at least one level gets through the opponent's soak, the eye is torn out, with all the resulting penalties one would assume to being partially blinded.
Cost: None
Difficulty: 8
Damage: +2
Move: +0
Fur Gnarl
Prerequisites: Brawl 3, possessing claws
Description: The attacker lashes out with her claws, slashing through the fur or hide of an opponent and peeling off layer after layer of protective, natural body armor. This attack does devastating damage on its own, and shreds the enemy's defenses. However, it requires a deep delving of the attacker's talons, and leaves her vulnerable for a moment till she can actually tear the gathered gnarl of hide or fur from her opponent's body.
System: The attack roll is made normally and the damage is calculated. In addition to damage, for every two levels of damage done (before soak), the victim loses one die from subsequent soak rolls until he heals (in the case of natural armor such as the hide of Changing Breeds or the hardy flesh of Kindred) or gets a new set of armor. (Supernatural sources of additional armor or stamina, i.e.: Fortitude, sphere magic, qiao, gifts are not affected by this maneuver
Must follow a grab or bite.
Difficulty: 8
Damage: Strength + 1 + Special
Move: +0
Hamstring
Prerequisites: Brawl 3, possessing fangs
Description: The fighter drops low to the ground, bites into the tendons of her opponent's leg, and rips them out, crippling him.
System: If the opponent takes any damage from this maneuver, that leg becomes useless. Bipedal opponents may move at only 1/4th of their normal movement rate (at best). Quadrupeds may move at 1/2 of their normal movement rate (at best). Unless the victim has access to extraordinarily means of healing (i.e., supernatural powers), this injury cripples the leg for life. This is a Crouching maneuver.
Cost: 1 Willpower
Initiative: -1
Damage: +1
Move: +0
Jaw Lock
Prerequisites: Brawl 3, possessing fangs
Description: The fighter locks his powerful jaws onto his opponent, not to harm but to immobilize.
System: This attack may only be performed when the fighter can attack his opponent from above or behind, such that he can use his mass to his advantage. It is typically only used by war-form, near-beast, and beast form shapeshifters. Other forms cannot use it, and most vampires consider it banal and crude. It does no actual damage, but if the fighter's damage successes exceed his opponent's Strength, the target is forced to the ground and immobilized. This is a Sustained Hold. Escaping from the Jaw Lock requires a Strength+ Athletics roll, the difficulty equal to the attacker's Intimidation+4 (minimum of 4). Grappling Defense adds to the victim's Strength for the purpose of breaking the hold. The successes needed to escape equal the number of successes by which the attacker gained in excess of the victim's Strength. If the victim's roll exceeds this number, he escapes without harm. But if the successes rolled are equal to this number, the victim escapes but takes the extra successes as actual lethal damage, as he tears himself away. Scoring less than the needed successes are only a failed escape attempt, unless the roll is botched, in which case the victim takes the attacker's Strength+1 in lethal damage, and still does not escape.
The roll to break free becomes more difficult each turn the hold is successfully maintained; increased the difficulty by 1 for each turn after the first to escape. While the fighter holds the victim down, both are considered to be crouching.
Difficulty: 7
Damage: see above
Move: +0
Leaping Rake
Prerequisites: Brawl, Athletics 1, Jump, possessing claws
Description: The fighter leaps past his opponent, raking him with his claws as he flies by.
System: This is an Aerial maneuver. It is usable by near-man, war-form, or near-best shapeshifters, vampires with claws, or other humanoid creatures with claws. Note that this maneuver only works if the fighter has enough move to bound past his opponent. If he can only leap as far as his opponent, he cannot use this maneuver.
Difficulty: 7
Damage: +1
Move: +1
Neck Bite
Prerequisites: Brawl, possessing fangs
Description: The fighter leaps onto her opponent, grabs hold of him, and bites down hard on his neck.
System: This maneuver is a Sustained Hold. The attacker may continue inflict damage each turn the hold is maintained (by biting/gnawing at him).
Damage: +1
Move: 1
Pounce
Prerequisites: Athletics 3, Jump
Description: The fighter drops down into a crouch and then explodes into a mighty leap at his prey. The ferocity of this attack often takes opponents by surprise, though experienced warriors may be tipped off by the low growl coming from the fighter just before the leap.
System: This is an Aerial Maneuver, and may be used to evade projectiles (as per Jump). At the end of his leap, the fighter ends up on top of his opponent. If any damage is scored, the opponent suffers a Knockdown.
Typically, this Maneuver is used by shapeshifters in war-form, near-beast,
or beast forms. It's rarely used by vampires if ever (save perhaps for some Particularly feral Gangrel).
Cost: 1 Willpower
Damage: +2
Move: +4
Ripping Bite
Prerequisites: Brawl 3, possessing fangs
Description: The fighter bites down savagely on a limb that she wishes to weaken, then tries to tear the muscles and ligaments from their connective tissue.
System: The fighter indicates which limb she wishes to strike. A successful roll inflicts damage and causes the opponent to suffer a -1 penalty on both Stamina and Dexterity for the remainder of the combat. This Manuever can be repeated, thus further impairing the victim. If a limb reaches -3 penalty level, it is considered totally useless. The victim has to spend a Willpower point to do anything with it.
Cost: none
Damage: +1
Move: 1
Tail Lash
Prerequisites: Brawl, a long and sturdy enough tail
Description: Practiced by those Changing Breeds with a long, muscular tail (particularly Mokole), this maneuver involves a swinging of the tail and sending it crashing into the opponent. Suchid-formed Mokole can only use this maneuver on opponents standing directly behind.
System: This inflicts bashing damage; otherwise use the modifiers below.
Cost: None
Difficulty: 7
Damage: +1
Move: 2
Wing Swipe
Prerequisites: Brawl 3, Martial arts, possessing wings and the Gift, Razor Feathers
Description: Used almost only by Corax or Tengu, this Maneuver is tied specifically to one of the wereravens' most prized war-arts, the Gift called Razor Feathers (and thus, this maneuver is limited to when the fighter is in Crinos, unless the pc has the mixed morph merit) when their wings are so hardened like steel, enabling them to inflict grievous wounds with the sharp edges of their feathers. This maneuver takes full advantage of this ability. The Corax drops his shoulder and brings the wing around in a vicious slash. Even if the attack doesn't connect, the buffet is hopefully enough that the target is so busy spinning out of the way that he's off-balance for a follow-up attack. The force behind this assault is also good for cutting ropes, shattering windows, slashing tires, and so on.
System: The maneuver inflicts aggravated damage, of course. Even if the attacker misses, the opponent must make a successful Dexterity roll (difficulty 5) or stumble back off-balance. Off-balance opponents are at +1 difficulty to all rolls the following turn.
Cost: 1 Rage
Difficulty: 7
Damage: +2
Move: +1
Shapechanging Manuevers
Shapechanging Manuevers are primarily learned by shapeshifters; the Storyteller may allow those that the ability to shape change to use them. (Gangrel, Demons, Kuei Jin…etc) However, may also pick some if not any of these maneuvers. A point of Rage is the cost listed; if the character is not a shapeshifter or hasn't got Rage despite being a shapeshifter, substitute the appropriate energy (Willpower or chi in the case of KOE) of these maneuvers have "ability to change shape" as a prerequisite.
Melting
Prerequisites: Brawl
Description: The fighter shifts into a smaller or different form to slip out of Grabs and similar maneuvers.
System: The fighter rolls Dexterity+ Dodge (difficulty 7), adding the number of successes to his Strength dice pool to escape any Grab. If the roll is botched, the defender suffers an additional damage test from his opponent. This is an Abort maneuver.
Cost: 1 Rage
Difficulty: 7
Damage: 0
Move: 0
Swarm
Prerequisites: Brawl 3
Description: The fighter charges into an opponent in beast-form, getting underfoot and tripping him up, then shifting into another form (typically, Crinos) to take advantage of the situation.
System: The Swarm maneuver is used in conjunction with any other maneuver (typically, another Tooth & Claw). It adds the modifiers listed below to that attack's modifiers. Additionally, the victim of this attack suffers a Knockdown. Characters defining Combinations must specify whether one of the Maneuvers in the Combination is an ordinary maneuver or a maneuver plus Swarm (as per Jump, above).
Cost: 1 Rage
Difficulty: 8
Damage: +1
Move: +0
Wind Dodge
Prerequisites: Brawl 3, Dodge 2
Description: The fighter rapidly changes shape such that the area of his body being attacked by his opponent is no longer there. Usually, this involves shifting to a smaller shape (e.g., Lupus). The fighter then shifts into a form that will permit him to make an attack taking advantage of any openings.
System: The fighter may use his Dexterity +Dodge pool to soak damage from his opponent's attack. He then follows up with a counterattack at difficulty 4, using the modifiers listed below.
Cost: 1 Rage
Difficulty: 6/5
Damage: +1
Move: 0