Style | Prerequisites | Rating | Maneuver | Description | Book |
Armed Defense | Dexterity •••, Weaponry ••, Defensive Combat (Weaponry) | • | Cover the Angles | When Dodging, reduce the Defense penalty from multiple attackers by 1. | CofD 60 |
•• | Weak Spot | Disarm your opponent when you beat their attack by your Defense. |
••• | Aggressive Defense | Spend a point of Willpower to inflict lethal damage when you beat an attack by Dodging. Incompatible with Weak Spot and Press the Advantage. |
•••• | Iron Guard | Exchange points from your weapon rating for bonus Defense. |
••••• | Press the Advantage | Once per turn, when you beat an attack by Dodging, spend Willpower to retaliate with an unarmed attack at -2. |
Avoidance | Manipulation •••, Athletics ••, Stealth •• | • | Insignificance | Roll Manipulation + Stealth - Composure to seem too helpless to bother attacking. | HL 46 |
•• | Coattails | When you Dodge and go prone behind an ally, they may intercept attacks against you. |
••• | Whack-a-Mole | Contest one attack each turn with Manipulation + Persuasion + Avoidance to confound the attack and inflict Arm Wrack. |
•••• | Play Dead | When you suffer lethal damage, contest Manipulation + Subterfuge vs Wits + Composure to seem dead. |
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Berserker | Strength •••, Iron Stamina ••• | • | The Red Mist | Spend Willpower to rouse the Insane Tilt. | HL 46 |
•• | War Cry | Contest Strength + Intimidation vs Resolve + Composure as an instant action to penalize non-Dodge actions. |
••• | Manic Brutality | Unarmed all-out attacks take +1 to call shots. Armed all-out attacks can substitute Durability as a weapon rating at the cost of damaging the weapon. |
Bowmanship | Dexterity •••, Firearms ••, Trained Observer • | Bowmanship attacks use bows and roll Dexterity + Firearms. | HL 47 |
• | Arcing Fire | Double range. |
•• | Bullseye | You may reduce your weapon rating for +1 and 8-Again on a called shot. |
••• | Out of Nowhere | When you make an unnoticed ambush shot, roll Dexterity + Stealth to force a Wits + Composure roll, penalized by successes, to avoid being Shaken. |
•••• | Death from Above | Fire over unroofed cover to ignore a point of concealment for every 10 yards of added arc distance. |
Boxing | Strength ••, Dexterity ••, Stamina ••, Brawl ••, Athletics •• | These maneuvers must be made with brawling attacks. | HL 47 |
• | Head Protection | +1 Defense against brawling, and -1 to strike your head. |
•• | Defensive Jab | Deal piercing bashing damage when your Defense or Dodging beats a close-combat attack. |
••• | Knockout Artist | Stun an opponent as if they had -1 Size, or with a called head shot, -2 Size. |
•••• | Combination | Successful strikes add Dexterity as bonus dice. |
••••• | Out for the Count | Stunning attacks stun for their damage in turns, and the opponent must spend Willpower to stay conscious. |
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Brute Force | Strength •••, Brawl ••, Size 5+ | These maneuvers must be made with bare hands or fist weapons. | PTC 2e 112 |
• | Falling Pillar | Take 8-Again to an all-out attack. If it causes the target's Stamina in damage, inflict Knocked Down. |
•• | Crush and Bite | Add the Crush and Bite grapple maneuver: inflict lethal damage equal to successes, and if the target can bleed, an additional point the next turn. |
••• | Juggernaut | A ten-feet running start allows unarmed attacks to Knock Down. |
•••• | Bone Cracker | Make a called shot with an all-out attack. If it causes the target's Stamina in damage, add a point of lethal damage and Arm or Leg Wrack. Incompatible with Falling Pillar. |
••••• | Colossus | When you make an all-out attack, take 1/2 Armor and immunity to Knocked Down, and penalize attempts to grapple or move you by your Strength. |
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Chain Weapons | Strength •••, Dexterity •••, Athletics ••, Weaponry •• | These maneuvers use chains at least a yard long. | HL 48 |
• | Imposing Defense | Sacrifice Defense to inflict weapon rating +1 in bashing damage when struck in close combat. |
•• | Bring Down the House | Attack an overhanging object, penalized by its Size, to deal its Structure in bashing damage to targets below. |
Close Quarters Combat | Wits •••, Athletics ••, Brawl ••• | • | Firing Lines | You can respond to a ranged attack by seeking cover up to twice your Speed away. | CofD 61 |
•• | Hard Surfaces | You can smash a Damage grappling maneuver into a hard surface, dealing lethal damage and ending the grapple. |
••• | Armored Coffin | When you grapple an opponent wearing armor, add their general armor as bonus dice to your roll, and ignore armor when you use the grapple to Damage. Incompatible with Hard Surfaces. |
•••• | Prep Work | Take the rote quality to Stealth rolls to launch close combat ambushes. |
••••• | Turnabout | When you roll to disarm, treat a failure as a success, a success as an exceptional success, and an exceptional success as is plus your opponent takes two bashing damage. |
Combat Archery | Strength •••, Athletics ••, Quick Draw (Bow) | Combat Archery attacks use bows and roll Dexterity + Athletics. | HL 48 |
• | Rapid Nock | Ignore bow Initiative penalties. String arrows reflexively. |
•• | Reflex Aiming | Ignore penalties for firing into close combat. |
••• | Parthian Shot | When you Dodge, inflict threshold successes as attack damage against the first close attack you beat each turn. |
•••• | Rain of Arrows | Make medium autofire attacks at triple range penalties. |
••••• | Trick Shot | Simultaneously perform a Combat Archery attack and an Athletics action, both at -2. |
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Disabling Tactics | Strength •••, Weaponry •• | • | Breaking the Breach | -2 to penalties to target arms, hands or legs. | DE 247 |
•• | Cast Like Sand | When you deal damage with your weapon, spend Willpower to inflict Knocked Down. |
••• | Strike the Rising Dog | When an opponent tries to rise from prone, spend Willpower to make a reflexive Weaponry attack on them. A successful strike prevents rising. |
Firefight | Composure •••, Dexterity •••, Athletics ••, Firearms •• | • | Shoot First | Drawing a gun adds Firearms as an Initiative bonus. | CofD 61 |
•• | Suppressive Fire | You can lay Covering Fire with a semi-automatic weapon. When you lay Covering Fire, apply your Defense against Firearms attacks, and deny Aim bonuses. |
••• | Secondary Target | You can attack a target with objects bounced by a shot, dealing bashing damage with no weapon rating applied, but ignoring cover. |
Grappling | Stamina •••, Strength ••, Athletics ••, Brawl •• | • | Sprawl | Deny a grappling opponent the ability to Drop Prone or Take Cover. | CofD 62, HL 49 |
• | Standing Throw | Gain the Knock Down grapple maneuver. |
•• | Small Joint Manipulation | Take -2 to dislocate fingers as a maneuver, inflicting half bashing damage and debilitating pain. |
•• | Takedown | Instead of starting a grapple, you can roll to knock an opponent prone, optionally dealing bashing damage with successes. |
••• | Ippon | When you Takedown and follow the opponent prone, stun as if your damage were doubled. |
••• | Joint Lock | Add the Joint Lock maneuver to grappling options: adds 1L to overpowering maneuver effects, does bashing damage next turn, and can set up Restrain. |
•••• | Dynamic Guard | When you grapple while prone, penalize your grappling opponent by your Dexterity. |
•••• | Lock Flow | Take +2 to grappling rolls to set up a Joint Lock. |
••••• | Tap or Snap | The turn after a Joint Lock, you may, as a grapple maneuver, force your opponent to choose either surrender or a broken limb and lethal damage. |
••••• | Positional Dominance | Grappling maneuvers deal half their successes in bonus bashing damage. |
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Heavy Weapons | Stamina •••, Strength •••, Athletics ••, Weaponry •• | These maneuvers require a two-handed weapon. | CofD 62 |
• | Sure Strike | Sacrifice three dice to add a point to weapon rating. |
•• | Threat Range | Deal a point of lethal damage and a temporary Defense penalty to opponents who enter range when you aren't moving or Dodging. |
••• | Bring the Pain | Sacrifice Defense to make an attack that also inflicts a temporary dice penalty equal to its damage. |
•••• | Warding Stance | Spend Willpower reflexively to apply your weapon rating as close combat Armor. |
••••• | Rending | Spend Willpower to make an attack that deals an additional point of aggravated damage. |
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Improvised Weaponry | Wits •••, Weaponry • | • | Always Armed | Reflexively roll Wits + Weaponry to draw a simple improvised weapon that doesn't suffer the improvisational penalty. | CofD 62 |
•• | In Harm's Way | Once per turn, apply an Always Armed weapon's Structure as close combat Armor, potentially damaging the weapon. |
••• | Breaking Point | When you make an all-out attack with an Always Armed weapon, sacrifice its Structure to temporarily increase its weapon rating. |
Kino Mutai | Dexterity ••, Resolve •••, Brawl •• | • | Trained Bite | Inflict +2 damage with the Damage grapple maneuver when biting, or +1 with inhuman bites. | HL 50 |
•• | Ripping | Gain the Ripping grapple maneuver: inflict a point of bashing damage and incapacitating pain. |
••• | Trained Gouge | Gain the Gouge grapple maneuver: blind the opponent while held. |
•••• | Continuous Bite | Inflict lethal damage with the Damage grapple maneuver when biting. |
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Light Weapons | Wits ••• or Fighting Finesse, Dexterity •••, Athletics ••, Weaponry •• | These maneuvers require a one-handed weapon with a damage rating less than 3. | CofD 63 |
• | Rapidity | Sacrifice your weapon rating to add Weaponry as an Initiative bonus. |
•• | Thrust | Sacrifice points of Defense for bonus attack dice. |
••• | Feint | Make a feinting attack. Instead of dealing damage, its successes apply to an attack next turn as a damage bonus, and successes plus weapon rating apply as a Defense reduction. |
•••• | Flurry | Inflict a point of lethal damage per turn to opponents in range when your Defense is available. |
••••• | Vital Shot | Sacrifice your Defense to make an attack that deals an additional point of aggravated damage. |
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Marksmanship | Composure •••, Resolve •••, Firearms •• | These maneuvers require an Aim action and sacrifice your Defense. | CofD 63 |
• | Through the Crosshairs | Raise your maximum Aim bonus to Composure + Firearms. |
•• | Precision Shot | Exchange points of weapon rating for points of penalty reduction for a called shot. |
••• | A Shot Rings Out | Ignore penalties to strike a surrounded target. Missed shots never hit unintended targets. |
•••• | Ghost | Penalize rolls to notice your vantage point or investigate for evidence of it by your Firearms. |
Martial Arts | Resolve •••, Dexterity •••, Athletics ••, Brawl •• | These maneuvers must be made with Brawl attacks. | CofD 63, HL 50 |
• | Focused Attack | Reduce called shot penalties by one die, and ignore one point of Armor. |
• | Leg Kick | Sacrifice a point of Defense to inflict Leg Wrack with a brawling attack. |
•• | Cutting Elbow | Make a called shot at -2 to blind an opponent by drawing blood. |
•• | Defensive Strike | Exchange up to two attack pool dice for points of Defense. |
••• | Trapping | You may withdraw successes from a successful attack to hold them in reserve for next turn's attack. |
••• | Whirlwind Strike | Inflict one point of bashing damage per turn, or two by spending Willpower, to opponents in range when your Defense is available. |
•••• | The Hand As Weapon | Inflict lethal damage unarmed. |
•••• | Inch Force | Reflexively respond to one grapple attempt each turn with a Brawl attack contesting the opponent's Strength. Success breaks free and damages normally. |
••••• | High Momentum Strike | Prepare a counter stance as an instant action. When an opponent first fails to strike you in close combat within the stance, roll a counterattack. Success Knocks Down and deals normal damage plus Brawl damage dice. |
••••• | The Touch of Death | Unarmed strikes gain a 2L weapon rating. |
Mounted Combat | Dexterity •••, Athletics ••, Animal Ken ••• | • | Steady Saddle | +3 to stay mounted during combat. | HL 51 |
•• | Fixed Charge | Sacrifice Defense to combine a charge with an all-out attack. |
••• | Skirmishing | Take a -2 attack penalty for +2 Defense and to attack halfway through your mount's movement. |
•••• | Rearing Beast | Roll Wits + Animal Ken as teamwork to enhance your mount's attack. |
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Police Tactics | Brawl ••, Weaponry • | • | Compliance Hold | +2 to Disarm or Immobilize in a grapple. | CofD 64 |
•• | Weapon Retention | Attempts to disarm you or turn your weapon against you must beat your Weaponry rating in successes. |
••• | Speed Cuff | You can Restrain an immobilized opponent reflexively. |
Powered Projectile | Dexterity •••, Athletics ••, Firearms •• | These maneuvers are made with premodern projectile launchers, such as crossbows and slings. | HL 51 |
• | Quick Reload | Reload your weapon one turn quicker, down to a reflexive action. |
•• | Intercept Shot | When you Aim, you may make called shots against sailing projectiles to deflect their course. |
••• | Penetration | Sacrifice Defense to make an attack with +2 armor piercing. |
•••• | Skewer | Reduce called shot penalties by two dice, and resulting Tilts persist while the projectile is enlodged. |
Relentless Assault | Strength •••, Stamina •••, Brawl •• | • | Drop of a Hat | On the first turn only, if you make an all-out attack, add +3 to Initiative. | BTP 118, WTF 2e 109 |
•• | Eye of the Tiger | Focus on one opponent. You can apply your Defense against that opponent's attacks when you all-out attack. |
••• | Dig Deep | You can exchange one attack pool die for a point of weapon damage. |
•••• | Grin and Bear It | Add 1/1 Armor when you make an all-out attack. |
••••• | The Warpath | When you fill someone's last health box with lethal or aggravated damage, you can spend Willpower to make another close combat attack. Werewolves with this Merit replace the Willpower cost with Hard Rage. |
Spear and Bayonet | Strength •••, Dexterity ••, Weaponry •• | • | Firm Footing | All-out attacks and charges into your braced weapon inflict your weapon damage, which can exhaust Armor against a subsequent attack. | HL 51 |
•• | Keep at Bay | Spend Willpower to threaten an opponent with a shorter weapon. They must retreat or dodge, or else lose Defense for a turn. |
••• | Strike and Develop | Sacrifice Defense to twist an inflicted wound, causing a turn of lethal damage from bleeding for each attack success. |
Staff Fighting | Strength ••, Dexterity •••, Weaponry •• | • | Short Grip | You may exchange your staff's Defense bonus for a bonus attack die. | HL 51 |
•• | Thwack Weapon | Contest Strength + Weaponry vs Strength + Athletics to disarm an opponent. |
••• | Vaulting Defense | Spend Willpower to add your Melee dots as a Defense bonus against a single attack in a turn. |
•••• | Tornado Strike | Spin your weapon as an effective medium autofire burst against three targets in range. |
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Street Fighting | Stamina •••, Composure •••, Brawl ••, Streetwise •• | These maneuvers must be made with Brawl attacks. | CofD 65 |
• | Duck and Weave | Take a one die penalty this turn to calculate Defense with the higher, not lower, of Dexterity and Wits. |
•• | Knocking the Wind Out | Unarmed attacks inflict a temporary -1 penalty. |
••• | Kick 'Em While They're Down | Inflict two bashing damage to opponents within range who attempt to rise from prone. Inflict Knocked Down when your attack successes exceed the target's Stamina. |
•••• | One-Two Punch | Spend Willpower to inflict two extra bashing damage when you hit. |
••••• | Last-Ditch Effort | When you're suffering wound penalties and about to be attacked or overpowered, spend Willpower and sacrifice Defense to interrupt with a preemptive attack. |
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Strength Performance | Strength •••, Stamina ••, Athletics •• | Strength Performance ••• may justify shedding Small-Framed or gaining Giant mid-play. | HL 52 |
• | Strength Tricks | Take +1 to nonviolent feats of strength, +2 when using Expression or Intimidation. |
•• | Lifting | Receive the rote quality on Strength + Stamina feats and combat actions to demolish structures. |
••• | Push/Pull | Double your effective Strength to shift objects across a plane, or quintuple it with wheels or other friction reductions. |
•••• | Stronger Than You | Successful Strength rolls add an additional free success. |
Systema | Dexterity •••, Wits ••, Athletics ••• | • | Rolling | Ignore penalties to attack from prone, and roll Dexterity to mitigate bashing damage from impacts. | HL 52 |
•• | Balance | Contest attempts to bring you prone with two free successes. |
••• | Combat Posture | Knock Down when you roll a victim's Strength in successes to strike them in melee, or add a point of damage if already Knocking Down. |
Thrown Weapons | Dexterity •••, Athletics ••, Quick Draw (Thrown) | These maneuvers throw Size 0-1 edged weapons. | HL 52 |
• | Practiced Toss | Add Athletics as an Initiative bonus while wielding these thrown weapons. |
•• | Impalement Arts | Sacrifice Defense to inflict the Impaled Tilt on a called shot. |
Two Weapon Fighting | Wits •••, Weaponry •••, Fighting Finesse | These maneuvers use complementary weapons up to Size 2, and do not compensate for offhand penalties. | HL 53 |
• | Balanced Grip | Don't sum Initiative penalties so long as the off-hand weapon's penalty isn't greater than the main hand weapon's. |
•• | Protective Striking | Add your off-hand weapon rating, minimum +1, to your Defense against the first attack in a turn. |
••• | Dual Swipe | All-out attacks with both weapons ignore a point of Defense and add the off-hand weapon rating, minimum +1. Incompatible with Double Strike. |
•••• | Double Strike | Spend Willpower to strike two targets simultaneously, one with each weapon. Apply the higher Defense, plus one, to both attacks. |
Unarmed Defense | Dexterity •••, Brawl ••, Defensive Combat (Brawl) | • | Like a Book | Add half your Brawl as a Defense bonus when not Dodging. | CofD 65 |
•• | Studied Style | Focus on one opponent. Their attacks don't reduce your Defense. Once you've beaten one of their attacks with your Defense, they no longer reroll tens against you. |
••• | Redirect | Once per turn, when you beat an attack by Dodging, you can force the attacker to reroll the attack against another opponent in range. |
•••• | Joint Strike | Spend Willpower and roll Strength + Brawl instead of Defense against an attack. If you win the contest, inflict bashing damage and Arm or Leg Wrack. |
••••• | Like the Breeze | Declare this maneuver at the beginning of a turn when you Dodge. You can Knock Down assailants when you beat their attack. |
Weapon and Shield | Strength •••, Stamina •••, Weaponry •• | These maneuvers use a one-handed weapon from behind a carried shield. | HL 53 |
• | Shield Bash | Add your shield's Size as bonus dice when dodging. Dodge successes in excess of your opponent's inflict bashing damage. |
•• | Boar's Snout | You can make all-out attacks without sacrificing the bonus Defense from your shield, adding +1 Defense to any allies also using this maneuver. |
••• | Pin Weapon | Disarm assailants on missed melee attacks. |
•••• | Tortoise Shell | Treat your shield as protective cover with Durability equal to its Size, +1 for each adjacent shielded ally. |