Adamantine Hand | ||
---|---|---|
AA p53 | *pre: ••••• of Fighting Style Merits (one of which must be at least •••), Status (Adamantine Arrow) ••, Awakened, Arcanum ( one • more than the maneuver), separate Fighting Style for each Arcanum | |
• Thunder | opponents shielding spells in same Arcanum are at -1 vs hand to hand attacks and spells. | |
•• Diamond | spend WP, improve shielding spell by 1 point vs one attack, and lower it by 1 vs all others, at ••• in Arcanum, raise to +2/-2, and can use with shield other spells | |
••• Star | spend WP, can cast a spell from the Arcanum, and perform a physical action in the same turn, can not be combined with multiple action abilities | |
•••• Blood | spend WP, and suffer as many Agg damage as Resolve, each point becomes 1 bonus dice for spellcasting, can also make damage magic/Mana healing resistant to gain 9-again. | |
••••• Abyss | initiate a grapple, and does not suffer Paradoxes is casting spells from the Arcanum | |
Aggressive Striking | ||
Reload p65 | *pre: Str •••, Sta ••, Brawl •• | |
• Body Blow | If successes on single Brawl attack are greater than target's size, target loses next action | |
•• Iron Skin | Has Armor of 1 against Bashing attacks | |
••• Combination Blows | Can make two brawl attacks against the same target with a -1 to the second attack. Cannot use defense before or after attack | |
•••• Haymaker | Like Body Blow but opponent makes a Stamina roll. If they fail, they're unconscious. Cannot use Defense before or after attack | |
••••• Brutal Blow or Lethal Strike | Spend WP, to deal Lethal damage with Brawl attacks | |
Aikido | (Throwing) | |
Reload p71 | *pre: Dexterity••, Wits ••, Brawl•• | |
• Ukemi (Recieving) | Stand up as a reflexive action | |
•• Aiki (Harmonious Energy) | Forgo defense for a chance to recieve no damage and grapple the opponent | |
••• Shihonage (Four Directions Throw) | Throwing attack | |
••••Renzoku-waza (Combination Techniques) | Perform multiple grapples, aiki or shihonage per turn | |
••••• Kokyu-ho (Breath Power) | Throw longer or inflict lethal with shihonage | |
Archery | ||
Arm p208 | *pre: Strength ••, Dexterity ••, Athletics •• | |
• Draw and Loose | Effective +1S for bow use | |
•• Rapid Nock | May reload a bow as a reflexive action | |
••• Arcing Fire | 2x range with bow | |
•••• Plunging Fire | Ignores target concealment | |
Berserker | ||
Reload p113 | *pre: Resolve •••, Stamina •••, another fighting skill or style •; spend WP to enter Berserk | |
• Strength in the Fury | gains up to 3 additional dice for all-out attacks | |
•• Adrenaline Rush | +1 to armor against bashing and lethal attacks | |
••• Inhuman Alacrity | gains 2 dice (cumulative to 4) when using Willpower to mitigate attack | |
•••• Ignorant in the Face of Death | can ignore any amount of wound penalties for a turn; sacrifices equivalent Defense. May not simultaneously use any other ability with Defense penalty. | |
••••• Bloody-Handed Bastard | attacks inflict lethal damage; sacrifices Defense for a turn | |
Boxing | ||
WoD p110 | *pre: Strength •••, Stamina ••, Brawl •• | |
• Body Blow | If successes on single Brawl attack are greater than target's size, target looses next action | |
•• Duck and Weave | Use higher of Dexterity or Wits against Brawl attacks instead of Defense | |
••• Combination Blows | Can make two brawl attacks against the same target with a -1 to the second attack. Cannot use defense before or after attack | |
•••• Haymaker | Like Body Blow but opponent makes a Stamina roll. If they fail, they're unconscious. Cannot use Defense before or after attack | |
••••• Brutal Blow | Spend WP, to deal Lethal damage with Brawl attacks | |
Brute Force | ||
SA p57 AN p18 | *pre: Strength •••, Brawl ••• | |
• Falling Pillar | gain 9 again on this attack *costs a willpower and requires both hands free | |
•• Crush and Bite | Str+Brawl rolls during a grapple cause lethal damage to opponent | |
••• Juggernaut | gain +4 dice on all out attacks | |
•••• Bone Cracker | target arms or legs, if successes equals or exceeds targets stamina bones break and does lethal damage and target looses 1 dot of dex till healed
Drawback: both hands must be free and you lose defense this turn | |
Chain Weapons | ||
Arm p209 | *pre: Strength ••, Dexterity •••, Weaponry ••• | |
• Impenetrable Defense | Forgo attack to add +2 to Defense and no multiple opponent penalty until the third opponent | |
•• Hand Bind | forgo next action to bind up opponents hand | |
••• Outside Choke | if attack successful, begin choking opponent unconscious | |
•••• Whirl and Thrust | ignore up to -2 penalties for targeted attacks, but must forgo Defense | |
Combat Marksmanship | ||
Arm p210 | *pre: Strength ••, Dexterity ••, Composure •••, Firearms •• | |
• Shoot First | Add Firearms to initiative | |
•• Tactical Reload | Reload as a reflexive action | |
••• Double Tap | May make short bursts with additional firearms | |
•••• Bayonet Range | Ignores target defence even when within melee range | |
••••• Rapid Fire | One additional shot per dot of composure over 2; -1 penalty per additional shot. | |
Dirty Fighting | ||
Count Dracula | *pre: Strength •••, Brawl ••• | |
• Low Blow | If Brawl attack has more successes than target's Composure, target loses next action | |
•• Shank | Can use Brawl instead of Weaponry for small improvised weapons | |
••• Suck it Up | Spend 1 Willpower to ignore wound penalties for a scene | |
•••• One or a Dozen, It Don't Matter | Bonus of n-1 to Defense when fighting n opponents. Can spend m Willpower to make simultaneous brawl attacks on m + 1 opponents. | |
••••• I Said Stay Down! | Target must make Stamina roll against successful Low Blow; if roll fails, victim collapses. | |
Dream Combat | ||
RoS p90 | *pre: Wyrd •••, Empathy ••• | |
• Stunning Blow | If successes in a single attack targets Wyrd, target loses next action | |
•• Double Team | Do an environmental and personal attack at the same time. The second attack has a -1 penalty. | |
••• Blind Spot | Force opponent to use lowest of finesse as defense or resistance as armor | |
•••• Wyrd Armor | Add Wyrd to highest of finesse as defense and resistance as armor | |
••••• Coup de Grace | When opponents willpower is reduced to 0, you may do one final environmental or personal attack. | |
Evasive Striking | ||
Reload p65 | *pre: Str ••, Dex ••, Sta ••, Brawl •• | |
• Focused Attack | Armor and Called shot penalties are reduced by 1 | |
•• Duck and Weave | Use higher of Dexterity or Wits against Brawl attacks | |
••• Defensive Attack | -2 to Attack for +2 Defense | |
•••• Whirlwind Strike | Can make extra Brawl attacks equal to Dexterity-2 on a single target. Each additional attack gets cumulative -1. Cannot use Defense before or after this maneuver. | |
••••• Destroy Defense | Successful Brawl attacks on unarmed target reduces target Defense by 1. Cumulative across successive Brawl attacks to lower of attacker's Wits or Dex. | |
Fencing | ||
Arm p210 | *pre: Dexterity •••, Weaponry ••• | |
• Thrust | +1 to attack rolls | |
•• Feint | Make normal attack, no damage but ignores opponent's defence next attack | |
••• Riposte | Spend WP to dodge then attack at -1, ignoring defence | |
•••• Moulinet | Spend WP, successful attack does additional Dexterity damage | |
Filipino Martial Arts | ||
Arm p211 | *pre: Dexterity •••, Weaponry ••• | |
• Lock and Block | Can grapple as a defensive maneuver. Can add Defense to grapple. | |
•• Disarm | If attack roll is equal to or greater than stamina, opponent is disarmed and takes half bashing damage, rounded up. | |
••• Off-Balancing Attack | -2 to attack to give opponent -3 to their next attack | |
•••• Many-Handed Defence | Defense does not lower due to multiple opponents | |
Formation Tactics | ||
RfR p109 | *pre: Strength ••, Stamina •••, Weaponry •• | |
• Testudinem Formate | Move at only half speed and cannot attack, but grants a bonus to defense against ranged weapons for each ally in the formation, to a max of +5 | |
•• Ciringite Frontem | Forgo Defense this turn, but can make a special knockback attack with a bonus for each ally in the formation (max +5) | |
••• Cuneum Formate | Can make penalized attacks, but any counterattack is at a penalty proportional to the number of allies in the formation (max +5) | |
•••• Orbem Formate | Can form a defensive formation around a person or thing, granting a bonus to defense for each ally in the formation (max +5) | |
••••• Contendite Vestra Sponte | Costs a willpower point to use, but launches an attack that if successful causes an automatic point of lethal damage for each ally in the formation (max +5). | |
Frenzied Assault | ||
Slash p128 | *pre: Strength •••, Stamina •••, Intimidation ••, Weaponry •• | |
• Bestial Instinct | Substitute Weaponry for Composure for determining Initiative | |
•• Terrorize | Strength+Intimidation versus Resolve+Composure to remove defense | |
••• Hard to Kill | Gain 2 extra Health boxes while in combat, doesn't roll for unconsciousness until Rightmost box is filled with Lethal | |
•••• Savage Rending | Lose Defense and Reduce called shot penalties on body parts by 2. If dealing 5 or more lethal damage on a limb, it's severed | |
••••• Trance of Death | Spend 1wp to gain rote-action on attack rolls | |
Grappling | ||
AA p50, Reload p67 | *pre: Strength ••, Dexterity •••, Stamina •••, Brawl •• | |
• Sprawl | subtract higher of Strength+1 or Dexterity+1 from overpower attempts | |
•• Takedown/Throw | instead of grappling, force opponent prone while still standing | |
••• Chokehold | impose cumulative -1/turn penalty on opponents actions while choking | |
•••• Submission Hold | inflict lethal/bashing when performing overpower | |
Gladiatoral | ||
RfR p109 | *pre: Presence ••, Strength •••, Weaponry ••• | |
• Stunning Attack | Makes a loud and powerful attack, if successes exceed the target's composure they lose their next action. | |
•• Weapon Slap | Make an attack that inflicts no damage, but the target loses their defense against the next incoming attack. | |
••• Lethal Accuracy | Any attack with lethal weapons gain armor piercing, and the penalty to hit specific targets is reduced. | |
•••• Brutal Sacrifice | In exchange for a point of willpower, make an attack that leaves a weapon embedded in the victim's body, inflicting a penalty to all actions, and causing further damage upon removal. | |
Hedge Duelist | ||
RoS p91 | *pre: Wyrd ••• | |
• Quick Count | +2 to initiative when beginning a hedge duel | |
•• Cruel Blow | add yours or your opponents empathy (whichever is higher) to your manipulation + Subterfuge rolls against targets clarity | |
••• Briar Bite | spend a point of glamour to lower your opponents wyrd by 2 when being used to defend against attacks from the hedge | |
•••• No Mercy | each successive attack inflicts a -1 penalty, additional derangements. Sin against Clarity 7. | |
••••• Hedge Wrath | spend a point of willpower to enhance any attack made by reshaping the hedge if exceptional the attack does aggravated damage | |
Iaido | (Armed Defensive Striking) | |
Reload p76 | *pre: Strength ••, Dexterity •••, Composure •••, Weaponry •••, Quick Draw | |
• Tsuki Kage (Draw and Cut) | Add Weaponry to Initiative in any turn that starts with the weapon sheathed | |
•• Zanshin (Awareness) | +2 to avoid ambush. A total of +4 with Danger Sense | |
••• Tachi-Sabaki (Movement of the Sword) | Add Weaponry to defense while making a dodge action (Stacks with Weaponry Dodge) | |
•••• Kan Ken no Metsuke (Seeing with Eyes and Mind) | If the initiative is a tie, the practitioner acts first. | |
••••• Uke Nagashi (Catch and Slide Off) | Counter attack while making a dodge action | |
Alternative Iaido | ||
••••• Muso Ken (No-though Sword) | Make a reflexive counter-attack when attacked by surpise | |
Judo | ||
Reload p107 | *pre: Dexterity ••, Wits ••, Athletics ••, Brawl •• | |
• Ukemi (Recieving) | Stand up as a reflexive action | |
•• Naga-waza (Throwing Techniques) | Can chose to not go prone in a grapple, but inflicts bashing if he does. Also, +1 Equipment bonus if target wears lots of clothes | |
••• Sutemi-waza (Sacrifice Techniques) | Add Athletics instead of +2 when using and All-Out Attack | |
••••Renzoku-waza (Combination Techniques) | Perform multiple grapples per turn | |
••••• Tokui-waza (Favorite Techniques) | Add Athletics as automatic successus during specific situations | |
Improvised Weaponry | ||
MR p57 | *pre: Wits •••, Weaponry • | |
• Always Armed | make a reflexive Wits + Weaponry roll to grab a 1L, Size 1, Durability 2 improvised weapon | |
•• In Harm's Way | when using an improvised weapon, treat Structure as Armor to parry incoming Brawl or Weaponry attacks | |
••• Breaking Point | when using an improvised weapon, exchange Structure for bonus to a single strike | |
Kendo | ||
Arm p211 | *pre: Dexterity •••, Weaponry ••• | |
• Kaburi | gain +1 to attack rolls on overhead attacks | |
•• Kiai | Make normal attack, no damage but ignores opponent's defence next attack, must shout loudly | |
••• Uchiotoshi Waza | Spend WP, may parry then attack at -1, ignoring defence | |
•••• Nidan Waza | Spend WP, successful attack does additional Dexterity damage | |
Krav Maga | (Unarmed Defensive Striking) | |
Reload p79 | *pre: Strength ••, Dexterity •••, Wits •••, Brawl •••, Brawling Dodge | |
• Immediate Defense | Add Brawl to initiative when fightning an armed opponent | |
•• Disarming Defense | Disarm and take control of the weapon | |
••• Impenetrable Defense | Spend willpower to add Brawl to defense against a single attack | |
•••• The First Moment | If the initiative is a tie, the practitioner acts first. | |
••••• Finishing the Fight | Counter attack during a dodge action if attacker failed to hit | |
Kung Fu | ||
WoD p111 | *pre: Strength ••, Dexterity ••, Stamina••, Brawl•• | |
• Focused Attack | Armor and Called shot penalties are reduced by 1 | |
•• Iron Skin | Has Armor of 1 against Bashing attacks | |
••• Defensive Attack | -2 to Attack for +2 Defense | |
•••• Whirlwind Strike | Can make extra Brawl attacks equal to Dexterity-2 on a single target. Each additional attack gets cumulative -1. Cannot use Defense before or after this maneuver. | |
••••• Lethal Strike | Spend WP, Brawl attacks deal Lethal | |
Langschwert | (Heavy Sword) | |
Reload p83 | *pre: Strength •••, Weaponry ••• | |
• Wards | +1 Defense while wielding a Heavy sword | |
•• Fool's Guard | Instead of defense, roll to reduce amount of damage taken | |
••• Half Sword | Take a penalty to add +2 to total damage | |
•••• Doubling Cut | Make two attacks, lose defense | |
••••• Wrathful Cut | Add weaponry instead of +2 when making an All-Out Attack | |
MAC (Modern Army Combatives) | ||
DoW p38 | *pre: Strength ••, Dexterity ••, Stamina ••, Brawl •• | |
• Tactician's Sense | determine Initiative modifiers of all combatants reflexively | |
•• Atemi Attack | ignore 1 point of Armor per dot in this style when making a Brawl or Weaponry attack | |
••• Forearm Choke | with grapple, choke out opponent on successive turns | |
•••• Bullring | defense applies fully against all hand-to-hand opponents | |
••••• Lethal Strike | spend 1 Willpower to make Brawl attacks do Lethal damage for a turn | |
Multi-Limbed Combat | ||
Pandora's Book 50 | *pre: three or more arms; Brawl •• or Weaponry ••, Dexterity •••, Athletics ••• | |
• Outnumbered | For every limb over two, opponent's defense reduced by one. | |
•• Manhandle | While in a grapple, for each limb over two, can make an overpower maneuver that does not immobilize | |
••• Protected Attack | Can dodge and attack with one action; does not stack with Bountiful Blows | |
•••• Bountiful Blows | For each limb over two or each weapon wielded, can make an extra attack with a cumulative penalty. | |
Muay Thai | ||
Reload p110 | *pre: Str •••, Sta ••, Brawl •• | |
• Cut Kick | kick deals 1 less damage, but reduces victim's speed by 1 | |
•• Iron Skin | Has Armor of 1 against Bashing attacks | |
••• Combination Blows | Can make two brawl attacks against the same target with a -1 to the second attack. Cannot use defense before or after attack | |
•••• Thai Clinch | add Dexterity to attack pool for successful grapple + damage Combination Blows | |
••••• Brutal Blow or Lethal Strike | Spend WP, Brawl attacks deal Lethal | |
Police Tactics | ||
13P p81, Tribes p36 | *pre: Strength ••, Dexterity ••, Stamina ••, Brawl ••, Weaponry • | |
• Compliance Hold | during Grapple, gain +2 to disarm or overpower | |
•• Weapon Retention | during Grapple, opponent must score more success than your Weaponry to "disarm" or "turn drawn weapon" against you | |
••• Speed Cuff | during Grapple, may place cuff on one wrist, with exceptional success, both wrists | |
Qinna | (Controls) | |
Reload p88 | *pre: Dexterity •••, Brawl •• | |
• Standing Control | An Overpowering maneuver that forces the opponent to accompany the practitioner | |
•• Misplacing the Bones | Chance of breaking a limb for additional damage and effect | |
••• Grabbing the muscles | Treat the defenders strength as 2 dots lower when making an overpowering maneuver | |
•••• Sealing the Breath | Use pressure points to inflict dice penalties | |
••••• Disrupting the Veins | Inflict lethal in a grapple | |
Shurikenjutsu | (Thrown Dart) | |
Reload p104 | *pre: Dexterity •••, Athletics •• | |
• Ma-ai (Distance) | Double range for throwing weapons | |
•• Kakushi-Buki (Hidden Weapons) | No need for an action to draw a prepared throwing weapon | |
••• Choku Da-Ho (Direct Hit Method) | Add Strength when attacking with a throwing weapon | |
•••• Ikki Gokken (Five Blades in One Breath) | Perform multiple attacks | |
Sniping | ||
Arm p212 | *pre: Dexterity •••, Resolve •••, Firearms •••, Stealth •• | |
• On Scope | Max aiming bonus is Composure+1 for semi-auto and auto rifles, Composure+2 for all other rifles. Receives +2 Perception when using long rage sights | |
•• Battlesight Zero | Double attacks from Sights bonus; attacks with this bonus have short range of 5 times Wits | |
••• Focused Shot | When aiming, ignore penalties up to Resolve | |
•••• Tactical Intervention | When aiming, halve close combat and concealment penalties, rounded down | |
••••• One Shot, One Kill | Spend WP to add Damage rating to successes instead of extra die | |
Sojutsu/Jukendo | (Spear/Bayonet) | |
AA p51, Reload p67 | *pre: Strength •••, Dexterity ••, Weaponry ••• | |
• Warding Stance | attack first against foes with smaller-Size melee weapons in front | |
•• Thrust | gain 9-Again with spear or bayonet | |
••• Block and Strike | take -2 to attack to receive +2 to Defense | |
•••• Great Thrust | if using All-Out Attack, use dice equal to lower of Strength or Weaponry instead of 2 | |
Spetsnaz Knife Fighting | ||
Arm p213 | *pre: Dexterity •••, Weaponry •• | |
• Anticipate Attack | If wielding edged or pointed weapon size 2 or less, substitute Weaponry instead of Composure for Initiative | |
•• Advantageous Angle | Every other attack, opponent gets -1 defense | |
••• Vital Attack | Knife attacks have Armor Piercing 1 and reduce called shot penalties by 1 | |
•••• Slash and Stab | Make two attacks. The second attack gets -1. Defense reduced by 1 | |
Staff Fighting | ||
Arm p213 | *pre: Strength •••, Dexterity ••, Weaponry •• | |
• Trip | Roll attack versus opponent's Dexterity+Athletics to knockdown and deal 1 Bashing | |
•• Temple Strike | When making a head shot, if damage exceed target's size, target is unconscious | |
••• Dangerous Radius | Spend WP, attacks all targets within range with -1 equal to opponents within range (max -5). Allies hit too | |
Swarm Tactics | ||
Cart p183 | *pre: Status (Carthians) •, Brawl or Weaponry ••, Vampire | |
• Feint | Make a Brawl or Weaponry attack that does no damage, but allows an ally to use Unexpected Strike | |
•• Unexpected Strike | Attack with 9-Again, or 8-Again if the subject has been affected by two or more flanks. | |
Sword and Shield | ||
Reload p92 | *pre: Strength •••, Dexterity ••, Stamina ••, Weaponry •• | |
• Cloak and Dagger | Double Structure of improvised shields | |
•• Shield Bash | Use a shield as a weapon | |
••• The Shielded Strike | +1 Defense, and no penalty for using a weapon and a shield | |
•••• Shield Charge | Shield Bash which results in a Knockdown | |
••••• Stand Strong | No reduced defense against cumulative attacks | |
Tooth and Claw | ||
Rage p103 | *pre: Strength ••, Dexterity •••, Stamina •••, Brawl ••, Werewolf | |
• Hunter's Eye | spend a turn observing your opponent to lower his defense for the remainder of the scene | |
•• Slip Through | attack one turn for no damage to null opponents defense from next attack | |
••• Pounce | if you roll more successes than the targets size it is knocked to the ground under you | |
•••• Fury | make a claw and bite attack in the same turn, bite attack gains +1 Drawback: cannot use defense the same turn as maneuver | |
••••• Throat Tear | apply +2 bonus for tooth and claw as automatic successes as opposed to dice roll bonus Drawback: costs 1 willpower | |
Two Weapons | ||
WoD p112 | *pre: Dexterity •••, Weaponry ••• | |
• Whirling Blades | When dodging may negate penalties for multiple attacks | |
•• Deflect and Thrust | +2 Defence but -2 to Attack | |
••• Focused Attack | May attack one target twice. -1 on second attack, lose defense. | |
•••• Fluid Attack | May attack two targets. -1 on second attack, lose defense. | |
Wolfpack | ||
WAtP p44 | *pre: Dexterity •••, Stamina •• and Brawl •••, Werewolf | |
• Worry | ||
•• Trip/Bowl-Over | ||
••• Slow the Prey | ||
•••• Joint Attack | ||
Driving Styles ! High Performance | ||
MR p56 | *pre: Dexterity •••, Resolve •• and Drive •• | |
• Speed Demon | Maximum Speed is now Safe Speed | |
•• Smuggler's Turn | Roll Dexterity+Drive+Handling to eliminate opponent's handling in pursuit unless they also have this merit | |
••• Safe Passage | Can ignore up to 3 die of hazard penalty | |
•••• Offensive Driving | Spend WP at the beginning of pursuit and reduce car's structure by 2 at the end to halve (round up) opponent's Acceleration and Handling. | |
Movement Styles | ||
Parkour | ||
StA p74, Tribes p98 | *pre: Dexterity •••, Athletics •• | |
• Flow | When running, you may negate terrain penalties equal to dots in Parkour. Also, may gauge jump distance reflexively | |
•• Cat Leap | When using Dex+Ath to reduce falling damage (WoD pg 179), gain one success. Add dots to max damage reduction possible | |
••• Wall Run | Use Athletics to climb at 10ft+5ft/dot as Instant Action, at a penalty of -1/10ft after the first 10ft | |
•••• Expert Traceur | When making Athletics rolls for running, jumping or climbing, may make a roll using Rote Action at cost of Defense | |
••••• Freeflow | After running for at least a minute or by spending one Willpower, may make any Athletics roll for running, jumping or climbing as Reflexive, rather than Instant Action | |
Spelunker | ||
BotD p92 | *pre: Dexterity •••, Athletics ••• | |
• Sure Footed | In enclosed area gain 9-Again to retain balance, ignore penalties to Speed in tight spaces up to Dots | |
•• Cave Sense | Outside of combat can ignore darkness penalties, in combat ignore 1/2 darkness penalties | |
••• Squeeze Through | Can fit through openings as if Size were two lower, can move at full speed in this manner if taking one Lethal damage | |
•••• Free Climb | Roll Wits+Athletics up to Dots times to add successes to Strength+Athletics roll (max +5) to climb any surface | |
••••• Born to the Cave | See perfectly if any light is present at all, can climb any surface that doesn't impose a penalty without a roll, if attached when climbing underground double your defense, take -1 penalty when climbing outdoors | |
Debate Styles | ||
Reason | ||
RfR p108 | *pre: Intelligence •••, Academics • | |
• Reference | Declare use at beginning of turn to add a bonus to Integrity for the turn | |
•• Dilemma | Pose a debate attack that contributes no successes toward the final total, but the opponent does not benefit from Integrity on their next defense. | |
••• Kairos | Can switch tactics without increasing the debate target number. | |
•••• Hyperbaton | When defending, can double Integrity and rebutt immediately with a penalized Wits-based reply. Cannot apply Integrity for the remainder of the turn, and counts as a tactics shift if not already using Deft Argument. | |
••••• Elocutio | Costs a point of Willpower to use, but allows a debate attack against any number of simultaneous opponents, with a penalty proportional to the number attacked. | |
Rhetoric | ||
RfR p110 | *pre: Presence •••, Expression • | |
• Ad Captandum | Grants a bonus to Presence or Manipulation arguments. | |
•• Ambiguous Statement | Can substitute Manipulation for Integrity until the next turn | |
••• Synonymia | Make a Presence or Manipulation attack at a penalty, but inflict a larger penalty on the victim's next attack. | |
•••• Apologue | After making a Presence or Manipulation attack, can apply full Integrity to all incoming attacks this turn. | |
••••• Innuendo | Costs a willpower point, but may perform a Humiliating Attack without sacrificing Integrity or losing Integrity for the rest of the debate. | |
Theology | ||
FotC p99 | *pre: Presence ••, Religion ••, Expression • | |
• Passionate Apologetic | ||
•• Proof Texts | ||
••• Appeal to Witnesses | ||
•••• Zeugma | ||
Social Styles | ||
Social Maneuvers | ||
NHGF p63 | pre: Presence •••, Manipulation •••, one Social Skill at •••• | |
• Sugar Lips, Honey Tongue | target suffers -3 to any further Social resistance rolls | |
•• Stick and Move | spend WP, gain bonus to all Social rolls equal to half the victims Presence | |
••• New Approach | spend WP to force a failed Social contest to be rerolled | |
•••• Chip Away | spend WP, force a -1 penalty to a max of -3 on all Social rolls |
Notation Legend | |
---|---|
Dot of a Trait Rating (Skills, Merits) | • |
Power Trait Point (Vitae, Mana) | ● |
Willpower Point | ○ |
Activation Damage | B/L/A |
Special/Other Activation Cost | ※ |
Alternate Costs | ●/●●● |
Costs per Item | ●/item |
Optional Costs | (●) |
Cost Ranges | ● to ●●● ●●+ |
Combined Notation Example | ●(○) ●/item, 1L |