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Post by Seryna on Mar 29, 2012 19:06:00 GMT -5
Its no problem. We all learn this. OK, go ahead and join the page -we're in chat. www.facebook.com/groups/140698826056817/142033592590007/?notif_t=likeThat looks like a solid attribute set, Sean. Lets look at her skills. We need to talk about her for a bit, so go ahead and start thinking of situations where she learned these things in her history. Academics is for recalling things from books. Crafts is for creating - woodworking or painting, for example. Medicine is pretty obvious Politics is for negotiating with people. Now recalling the attribute dots that I posted before, 1 is poor, 2 is average and 3 is good. You shouldn't have any thing above a '3' because she should be good at a few things, but not spectacular yet. Don't worry, she can add onto these skills in training center.
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Post by seanman1224 on Mar 29, 2012 19:07:08 GMT -5
I joined the facebook group. I'm Drama Sims.
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Post by Seryna on Mar 29, 2012 19:15:58 GMT -5
Great, your approved. A chat box should pop up on that page - I'm Anne.
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Post by Seryna on Mar 29, 2012 19:27:37 GMT -5
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QuinnTalon
Staff Member
Gamemaker (HG MOD)
For those who fight for it, life has a flavor the sheltered will never know.
Posts: 1,351
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Post by QuinnTalon on Mar 30, 2012 16:29:53 GMT -5
sheetgen.dalines.net/sheet/17078Not exactly sure what you're looking for, Seryna. I wasn't sure about XP, so I didn't spend any. 'Quinn' is really just a working name, so...right. It's been awhile since I've built a 0XP character. LOL
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Post by Seryna on Mar 30, 2012 16:39:42 GMT -5
'Quinn' looks perfect. It really depends on what your play style/strategy for the games will be. Quinn looks well rounded and is definitely accepted. Curious about the thresher singer!
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QuinnTalon
Staff Member
Gamemaker (HG MOD)
For those who fight for it, life has a flavor the sheltered will never know.
Posts: 1,351
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Post by QuinnTalon on Mar 30, 2012 16:46:29 GMT -5
You know me and my well-rounded characters.
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Post by Seryna on Mar 30, 2012 16:51:54 GMT -5
It will be nice to write with you again Go ahead and name the lad and post to the sign up You will be #Tribute 6 in the tribute gear list. You can tell me your preferred weapon and he can draw that as his first item. I'll make you a district 9 RP thread so you can get in his head a little bit, outlay what he does at home. The Training Center will go live on April 1st!
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Post by Seryna on Apr 1, 2012 18:11:39 GMT -5
Hello! We need to revisit your attribute skills. You start off with one dot in every thing, then add + 3, +4 or + 5 to the column of Int + Wits + Resolve OR Strength + Dexterity + Stamina OR Presence + Manipulation + Composure. Its important to decide what she's naturally 'best' at for the 5, then second best and so on. Then for the skills, she needs 11 dots to her primary set, 7 to her secondary and 4 to her tertiary. You can find more details on what the skills are used for and which would be best for her here: I'll work with you one on one there shadowclaw.proboards.com/index.cgi?board=hunger&action=display&thread=9082
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CuteLikeMurder
Staff Member
Gamemaker (HG Mod)
As if killing the bard impresses us.
Posts: 2,268
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Post by CuteLikeMurder on Jun 24, 2012 17:19:11 GMT -5
Fighting Style Merits “Ever notice how you come across somebody once in a while you shouldn't have ----ed with? That's me.” – Walk Kowalski (Gran Torino) Welcome to the wonderful world of fighting styles. If you’ve been following along with the events of the current games or the mess going on in the sandbox, you might be asking yourself “Holy hellfire and brimstone did that guy just hack that other guy’s face off… and eat it?!?!?!?!” And after you’re done changing into a new pair of clean underwear, you might be wondering how your character can attempt such a feat, well a merit and more importantly a Fighting Style Merit might be what you’ve been looking for. NOTE: I've only included the fighting styles applicable for the games Aikido - The throwing martial art. (• to •••••) Prerequisites: Dexterity ••, Wits •• and Brawl •• Aikido is one of the best known martial arts in the world, both for its signature spinning and throwing techniques and its philosophy of peace and harmony. Is it effective? That’s a matter for debate. Some aikido styles are devoted to ki development over application, while others employ brutal training routines meant to pass on practical skills and inspire an esprit de corps among fellow students. The Yoshinkan school used to train Tokyo’s riot police with a tortuous course designed to earn students a shodan (first degree black belt rank) in just 11 months. Aikido’s name means the Way (do) of Harmony (ai means joining, and ki, a difficult to translate term, could be called “energy”). The aiki name comes from Daito-ryu Aikijujutsu, from which it inherits (and modifies) many core techniques and principles. Like Daito-ryu, aikido emphasizes blending your momentum with the opponent’s redirecting it and following it past the opponent’s intended movement. Aikido uses a distinctive form of footwork to do this that it derives from swordsmanship and to a lesser extent, the spear fighting styles that founder Ueshiba Morihei studied before founding his art. This method includes taisabaki (“body change”) to evade the attack combined with irimi (“entry”) to merge with the opponent’s center. A practitioner (or aikidoka) steps off the line of attack, turning to simultaneously grip, push or strike his opponent from an undefended angle.
Your character is a skilled practitioner of aikido. They know how to blend with the force of an attack and amplify it to send her enemy sprawling. Dots purchased in this Merit provide access to special combat maneuvers. Each maneuver is a prerequisite for the next. Aikido maneuvers are based on the Brawl Skill and work in conjunction with unarmed combat. (Some aspects of traditional aikido involve a weapon, but they are beyond the specific purview of this Merit). - Ukemi (“Receiving;” •): Your character knows how to fall properly and get up quickly. He may stand up from a prone position (but not both) once per turn as a reflexive action, and is considered to have one point of armor against bashing damage caused by falls – but not other sources.
- Aiki (“Harmonious Energy;” ••): Your character is skilled enough to defend with a throw by avoiding the attack and seizing his opponent’s balance. If he forgoes his standard Defense, roll Dexterity + Brawl; if the result exceeds the opponent’s damage roll the character suffers no damage and immediately applies a grappling hold or (once he attains the third maneuver) shihonage. He may employ this maneuver against Brawl, Weaponry or close-range Firearms attacks. Drawback: This maneuver constitutes your character’s action for the turn.
- Shihonage (“Four Directions Throw;” •••): The character can throw an opponent quickly and forcefully, without getting tangled up in a clinch. Treat a shihonage throw like a standard Brawl strike attack, except that it also knocks the opponent prone up to as many feet away as your Size + Brawl successes in any direction the character prefers.
- Renzoku-waza (“Combination Techniques;” ••••): The character can attempt multiple grappling or shihonage attacks per turn, or he can defend with multiple throws using the Aiki maneuver. He may make one additional grapple or shihonage for each point of Dexterity that he has above 2. Each extra action is rolled at a cumulative aikido throwing
- Kokyu-ho (“Breath Power;” •••••): Your character’s throws are so strong that he can either throw someone double the usual distance with his shihonage, or inflict lethal damage with it. Drawback: Spend one Willpower point per attack. Note that this Willpower expenditure does not add three dice to the attack.
- A well-rounded aikidoka may learn the following additional Fighting Styles: Controls, Light Sword, and Staff Fighting - Fighting Finesse is a common Merit for practitioners who concentrate on aikiken (aikido sword) techniques. These would constitute a compound form of the art. Archery (• to ••••) Prerequisites: Strength ••, Dexterity ••, Athletics •• Your character has devoted years of practice to the bow. She may be a competitive archer, a low-tech hunter or a medieval history enthusiast. Dots purchased in this Merit allow access to special combat maneuvers. Each maneuver is a prerequisite for the next. So, your character can’t have “Rapid Nock” until she has “Draw and Loose.” The maneuvers and their effects are described below. All of the following maneuvers work only with bows. - Draw and Loose (•): Your character’s arm muscles are well-toned for the demanding task of repeatedly drawing a heavy bow. She gains +1 Strength for the purposes of a bow’s minimum Strength, Damage and Range.
- Rapid Nock (••): Your character can maintain a withering rate of fire. Once per turn, she may “reload” a bow as a reflexive action.
- Arcing Fire (•••): Arrows, like all other projectiles, travel in ballistic arcs. Your character is a master of estimating range, wind and other factors to arc shots much farther than they would travel if fired directly. Double the Ranges of any bow your character uses.
- Plunging Fire (••••): Your character can eschew direct attacks in favor of launching arrows high into the air to plummet straight down on hapless victims. Your character’s bow attacks suffer no penalties for target concealment behind solid objects, so long as the target lacks overhead protection and your character can see any part of the target by which to gauge her location. For example, a target hiding behind a log with her foot sticking out applies no penalty, but a character in a fetal curl on a van’s floorboards receives normal protection. Drawback: Your character may use this maneuver only outdoors or in enclosed spaces large enough to provide for several hundred feet of vertical flight (e.g., football stadiums).
Boxing (• to •••••) Prerequisites: Strength •••, Stamina ••• and Brawl ••• Your character is trained in the art of boxing, able to deliver swift, powerful punches, and to duck and weave away from opponents attacks. He might have participated in the sport in high school or college, or made a go of it professionally. Or he might have taken some classes at the local health club as a form of exercise. Dots purchased in this Merit allow access to special combat maneuvers. Each maneuver is a prerequisite for the next. So, your character can't have Duck and Weave until he has Body Blow. The maneuvers and their effects are described below, most of which are based on the Brawl Skill. - Body Blow (•): Your character can deliver powerful blows that leave opponents reeling and gasping for air. If successes inflicted in a single Brawl attack equal or exceed a target's Size, the victim loses his next action.
- Duck and Weave (••): Your character is trained to instinctively duck and evade an opponent's blows. Use the higher of your character's Dexterity or Wits to determine his Defense when dealing with Brawl-based attacks only (not against Weaponry attacks). If a combination of Brawl- and Weaponry-based attacks is focused on your character in the same turn, use his normal Defense against both.
- Combination Blows (•••): Your character's training and experience allow him to devastate opponents with a flurry of rapid blows. He can make two Brawl attacks against the same target in a single action. The second attack suffers a -1 penalty. Drawback: Your character cannot use his Defense against any attack in the same turn in which he intends to use this maneuver. If he uses Defense against attacks that occur earlier in the Initiative roster, before he can perform this maneuver, he cannot perform the maneuver in the turn. He is too busy bobbing and weaving out of the way of attacks.
- Haymaker (••••): Your character can deliver powerful, accurate blows capable of knocking an opponent unconscious with a single punch. A single Brawl attack that equals or exceeds the target's Size in damage might knock him unconscious. A Stamina roll is made for the victim. If it succeeds, he is conscious but he still loses his next action due to the Body Blow (see above). If it fails, he is unconscious for a number of turns equal to the damage done. Drawback: Your character cannot use his Defense against any attack in the same turn in which he intends to use this maneuver. If he uses Defense against attacks that occur earlier in the Initiative roster, before he can perform this maneuver, he cannot perform the maneuver in the turn. He is too busy bobbing and weaving out of the way of attacks.
- Brutal Blow (•••••): Your character's accuracy and power are such that his fists are lethal weapons, able to injure or kill opponents. A brutal blow inflicts lethal instead of bashing damage. Drawback: Spend one Willpower point per attack. Note that this Willpower expenditure does not add three dice to the attack.
Chain Weapons (• to ••••) Prerequisites: Strength ••, Dexterity •••, Weaponry ••• Your character is trained in the difficult art of fighting with chain weapons. Chain weapons are notoriously unpredictable unless mastered — a poorly skilled fighter is as likely to tangle or cut himself as he is to harm an opponent. Your character’s training is likely to have been formalized, having learned the skill at a martial arts dojo or perhaps in stage combat for the theater. (Note that a character using chained weapons who possesses no Dots in this Merit suffers an automatic –2 to all attack rolls.) Dots purchased with this Merit allow access to unique combat maneuvers with chain weapons. Each maneuver is a prerequisite for the subsequent maneuver. So, your character cannot have “Hand Bind” until he has “Impenetrable Defense.” These maneuvers and their effects are described below. All maneuvers are based upon the Weaponry Skill. - Impenetrable Defense (•): Your character may choose not to attack in a given turn, and instead whirl the chain in the direction of her opponent (or opponents). During the entire turn, regardless of Initiative, you may add +2 to your character’s Defense to deflect incoming blows. Your character also takes no penalty for defending against multiple opponents until she faces three attacks. The first and second attacks made against her cause no negative modifiers to her Defense.
- Hand Bind (••): This defensive maneuver is made against an incoming attack (Brawl or Weaponry-based). When a foe attacks with a weapon or with his body, your character wraps the attacking limb with the chain, grappling it with a Strength + Weaponry attack. The foe’s Defense is not subtracted from this roll, but his successes on the attack roll are. If your character is successful, the limb is bound with the chain, and the opponent can attempt to escape this next turn with a Strength + Brawl roll. If the foe achieved more successes on his attack, his attack is still diminished by whatever successes you rolled on the Hand Bind roll. This maneuver must be done on the attacker’s Initiative turn, and performing this action means your character cannot make an attack this turn.
- Outside Choke (•••): Your character attempts to wrap the chain around her opponent’s neck. Roll Strength + Weaponry. The victim may attempt to free himself on his next action with a Strength + Brawl roll, which is reduced by your character’s Strength +1. This maneuver is not to cause damage or kill the opponent — this maneuver is to render him unconscious by pressing the chain against the arteries of his neck, thus halting blood flow to his brain. If your character is successful on the grapple, she can begin to choke the victim on the following turn. For every turn that the choke hold is not broken, the victim suffers an additional –1 on all rolls to resist. When your character has accumulated a number of uninterrupted turns equal to the victim’s Stamina, he falls unconscious. This maneuver, when complete, causes a single point of bashing damage to the victim. This combat maneuver is ineffective against characters who need not breathe.
- Whirl and Thrust (••••): Your character at this level is highly adept at using chains, and can make focused attacks with any part of the weapon. By whirling the chain a few times, she can build momentum on a single attack, which can be made with startling accuracy. On a targeted attack, you can ignore up to –2 of penalties associated with directed attacks. In other words, attacks to an opponent’s torso or limbs are done at no penalty, attacks the head would be at –1, to the hand –2 and to the eye –3. Drawback: Your character negates her Defense for the rest of the turn. If your character has applied her Defense against any incoming attack before her turn, she may not perform this maneuver.
Fencing (• to ••••) Prerequisites: Dexterity •••, Weaponry ••• Your character is trained in the art of fencing. He likely learned this skill at a fencing academy, and is familiar with the sport in more than a passing capacity. Dots purchased with this Merit allow access to unique combat maneuvers using fencing weapons. Each maneuver is a prerequisite for the subsequent maneuver. So, your character cannot have “Feint” until he has “Thrust.” These maneuvers and their effects are described below. All maneuvers are based upon the Weaponry Skill. Fencing is meant to be performed with specific swords. The maneuvers below can be used without penalty provided your character is using one of the following swords: curved sword, fencing sword, rapier or sword cane. Any other type of sword incurs a –1 penalty against any of the maneuvers listed below. - Thrust (•): The thrust is a simple yet powerful attack. A fencer’s stance (one leg anchoring your character’s position and the other leg lunging him forward) gives this attack extra force. When your character makes a thrust attack, plunging the blade toward an opponent, he does so with a +1 bonus.
- Feint (••): Your character knows how to make a fake attack intended to throw off an opponent. Make a “normal” attack roll (Strength + Weaponry), and this roll is penalized by the opponent’s Defense, par usual. This attack is fake; it does not strike the foe or do any damage. If your character achieves even a single success, however, the opponent is momentarily confused and off-balance, and may not apply her Defense against the next attack she suffers (which may be from your character the following turn or may be from some other source beforehand).
- Riposte (•••): A Riposte requires an attack to be made against your character. He steps out of the way of the attack using his Dodge (i.e., her Defense, doubled). While his opponent is open, he can then make a sudden and quick attack, which is performed at a –1 penalty. However, the opponent’s Defense does not further penalize the attack roll. Drawback: If your opponent suffers any further attacks on a turn where she has used Riposte, she cannot apply her Defense against them.
- Moulinet (••••): If your character makes a successful hit on an adversary with his sword, he may then rotate his wrist and perform a quick spiral cut with the tip of the weapon. This additional cut requires no additional roll; the cut does lethal damage to the opponent equal to your character’s Dexterity. Drawback: To perform this maneuver, the character must spend a Willpower point before he makes her initial attack roll. The Willpower does not grant him the additional +3 to attack. If the initial attack roll fails, the Willpower point is wasted and the Moulinet may not be added.
Filipino Martial Arts (• to ••••) Prerequisites: Dexterity •••, Weaponry ••• Your character is trained in the art of Filipino fighting, which is often called escrima or kali. He may have learned this from an instructor or a family member. Most escrima techniques use weapons and are meant predominantly for self-defense. Dots purchased with this Merit allow access to unique combat maneuvers with blunt weapons. Each maneuver is a prerequisite for the subsequent maneuver. So, your character cannot have “Disarm” until he has “Lock and Block.” These maneuvers and their effects are described below. All maneuvers are based upon the Weaponry Skill.Note that to perform these maneuvers, a character must have at least one blunt weapon in hand. This weapon is potentially one escrima stick (or a pair), but it can be any blunt object shorter than two feet in length. If the character wields two weapons, he still assumes the –2 penalty for off-hand attacks. Once the character reaches the fourth and final level of this style, he can then choose to use any of the maneuvers without weapons. At this stage he learns the “empty hand” techniques of escrima. - Lock and Block (•): With this move, your character uses an adversary’s momentum against her. If you succeed on a Strength + Weaponry roll, your character captures an opponent’s attacking arm in his own and gains a grapple over her (for grappling rules, see p. 157, the World of Darkness Rulebook). You may add your character’s Defense to the Strength + Weaponry roll, as he is technically making a defensive maneuver. However, if you choose to add his Defense to this attack, you may not apply his Defense against any incoming attacks that turn. If he has already applied his Defense, he may still utilize this maneuver, but he does not get to add his Defense to the roll.
- Disarm (••): This allows your character to capture an incoming attack and bring his own weapon down upon a foe’s forearm, potentially forcing the enemy to drop her weapon. (Note that this is different than the Disarm Merit.) To enact this maneuver, make a normal attack roll (Dexterity + Weaponry). Compare the successes on this roll against the opponent’s Stamina. If the successes are equal to or exceed her Stamina score, she drops the weapon. This attack does cause damage to the opponent, as well. Take the successes gained on the attack roll and halve them (round up). The opponent takes this damage, bashing.
- Off-Balancing Attack (•••): With this attack, your character uses his weapon to set a foe off-balance. This attack can take any form: thrusting a baton into a solar plexus, hitting a foe’s temple or the bridge of her nose or using a stick’s momentum to push her into an awkward position. The attack is made at a –2 penalty. If successful, the attack does full damage and the opponent’s next attack is made at a –3 penalty.
- Many-Handed Defense (••••): Escrima practitioners know how to move and flow with the combat in ways often unparalleled in other weapon-style systems. In this case, you may apply your character’s full Defense (or Dodge) to all attacks against him in a single turn. They are not diminished at all by attacks made after the first.
Grappling (• to ••••) Prerequisites: Strength ••, Dexterity •••, Stamina ••• and Brawl •• Your character has trained to grapple using old school, no holds barred catch wrestling (Olympic style wrestlers learn the first two maneuvers), Brazilian Jiu-Jitsu or Russian sombo. He uses leverage and positioning to outgrapple opponents. - Sprawl (•): Your character knows how to “sprawl” and sink his weight to avoid being overpowered in a grapple. Subtract the higher of Strength +1 or Dexterity +1 from dice pools to overpower him in a grapple. This doesn’t apply to the initial hold, but subsequent attacks from the grip.
- Takedown/Throw (••): Your character knows how to rapidly close with your enemy and take him to the ground. In lieu of securing a grappling hold, he can immediately render the opponent prone. Furthermore, if he takes an opponent down this way, he can choose whether or not to go prone with the target. Mixed martial arts fighters take a crouching (but still standing) position from her and deliver vicious beatings with their hands – a technique called “ground and pound.”
- Chokehold (•••): Your character can efficiently choke enemies by cutting off blood flow to their brains. If he overpowers an opponent in a grapple, he can start the choke. The choke inflicts a cumulative –1 die penalty to the opponent’s actions for each turn it’s maintained. The victim falls unconscious if he endures a choking attack for a number of consecutive turns equal to his Stamina. Your character can continue choking an unconscious victim. This inflicts lethal damage equal to the attacker’s Strength + Brawl successes every turn. Chokeholds don’t work on opponents who don’t need to breathe.
- Submission Hold (••••): Opponents caught in your joint locks can’t escape without injuring themselves. If your character scores more successes than his opponent’s Size in an immobilization attempt, the victim can’t attempt any physical action – including breaking free – without suffering a point of lethal damage. This penalty lasts from the moment of immobilization to end of the next turn. Furthermore, your character can always choose to inflict one point of lethal damage whenever he damages an opponent with an overpowering roll. The character’s first Strength + Brawl success inflicts a point of lethal damage; subsequent successes inflict bashing damage. Submission holds don’t work on creatures that don’t have bones.
Iaido (• to •••••) Prerequisites: Strength ••, Dexterity •••, Composure •••, Weaponry •••, Quick Draw Your character has studied the art of iaido, focusing her awareness of her surroundings and her ability to respond to a threat to the razor’s edge. She has learned to draw a blade at a moment’s notice, and has internalized kata focused on swiping the blade across her opponent’s vitals. Practitioners of iaido often cultivate the Wits Attribute, as speed of thought and awareness of one’s surroundings are valued by adherents of the style. Dots purchased in this Merit provide access to special combat maneuvers. Each maneuver is a prerequisite for the next. Iaido maneuvers are based on the Weaponry Skill and are used with a curved sword, most commonly the katana. - Tsuki Kage (“Draw and Cut;” •): The character sharpens his already capable ability to quickly enter combat. If the character begins combat with his weapon sheathed, he adds his rating in the Weaponry Skill to his Initiative modifier. If the Storyteller utilizes the optional initiative rule from page 151 of the World of Darkness Rulebook, this bonus applies on any turn in which the character’s weapon begins the turn sheathed. Drawback: The character must commit to an attack against an opponent during the first turn of combat to gain the advantage of this maneuver.
- Zanshin (“Awareness;” ••): While honing the speed of one’s reactions can save one’s life, better still to be constantly vigilant. The character strives to remain ever aware of his surroundings, that he may never be taken by surprise. The character gains a bonus of two dice to all rolls to avoid an impending ambush. This Merit duplicates the effect of the Danger Sense Merit, and a character with both Merits gains a total +4 on rolls to avoid being surprised. Such characters are paragons of self-awareness.
- Tachi-Sabaki (“Movement of the Sword;” •••): The character has mastered defensive kata designed to intercept incoming attacks and deflect them with the blade of the weapon. The character relies as much on the quality of his sword as he does his own speed of thought and motion. The character adds his weapon bonus (the weapon’s damage rating) to his Dodge value when taking a fully defensive action. A character may benefit from this Merit while utilizing the Weaponry Dodge Merit (though not the Brawling Dodge Merit). Drawback: The character only benefits from this Merit when taking a full Dodge action.
- Kan Ken No Metsuke (“Seeing with Eyes and Mind;” ••••): The character’s speed gives him a small but potentially important edge over other combatants. If the character’s initiative roll results in a tie with another character involved in combat, the character automatically acts before his opponents and allies. Initiative Modifiers are not compared and initiative is never determined by a roll-off (though if multiple characters aside from the iaido practitioner rolled the same initiative, their initiative ratings are resolved as normal). If two characters possess this maneuver, they act at the same time, each resolving their action as if the other had not yet acted. This can result in two characters killing each other in the same heated moment.
- Uke Nagashi (“Catch and Slide Off;” •••••): The character’s ability to move defensively and counter an attack with one of his own has been perfected. If the character’s weapon is sheathed, he can declare a Dodge action at any point during a turn, assuming she has not yet acted. His Defense is doubled as usual, though he may not utilize Weaponry Dodge or Tachi-Sabaki against attacks. However, the character can choose any opponent who is making an attack against him to perform a counter attack against. In a single swift motion, the character draws his blade, parries his enemy’s blow, and attacks his opponent. The character’s Weaponry Dodge (if he possesses it) and Tachi-Sabaki maneuver apply against the opponent’s attack (and only against this opponent). The character makes an immediate reflexive attack against the opponent at a one die penalty. After making his counter-attack, the character’s Defense applies as normal to further attacks made against him during the turn (i.e., his Defense is not doubled). Defense penalties for being attacked multiple times during a single turn are not affected by this maneuver in any way. Drawback: The character spends one Willpower point per turn using this maneuver.
Judo (• to •••••) Prerequisites: Dexterity ••, Wits ••, Athletics ••, Brawl •• Judo is an Olympic sport. People all over the world study this martial art. The quintessence of modern gendai budo, it retains a strong sense of tradition while adopting cutting edge training methods. While there are kata that teach strikes and wristlocks, judo’s signature technique is the throw. Few martial artists can throw someone as powerfully as a judo expert. Some submission holds are also allowed in competition, but explosive takedowns are perhaps judo’s most distinctive feature. A judo match is a brief, intense affair. The regulation judo uniform is gi (the classic Japanese martial arts outfit) that’s been reinforced to stand up to strong gripping. Judo fighters (or judoka) are skilled at using gi to choke and throw opponents – a skill that often transfers to other clothes. Judo actually invented the gi along with the colored belt ranking system that’s used in karate and dozens of other modern martial arts.
Special Maneuvers: Judo employs the following alternate Throwing Fighting Style maneuvers. The • and •••• dot maneuvers remain unchanged. - Ukemi (Receiving •): Your character knows how to fall properly and get up quickly. He may stand up from a prone position (but not both) once per turn as a reflexive action, and is considered to have one point of armor against bashing damage caused by falls – but not other sources.
- Nage-waza (Throwing Techniques ••): Your character may use a grappling overpower to render an opponent prone without falling prone herself – but if she chooses to fall prone, she may simultaneously damage her opponent while rendering her prone. Furthermore, she excels at gripping clothing. If the opponent wears anything heavier than a t-shirt on his upper body she gains a +1 equipment bonus to perform each of the above maneuvers. If the opponent wears a gi (a karate or
- judo-style uniform), this increases to +2.
Sutemi-waza (Sacrifice Techniques •••): Your character uses her own bodyweight to drive her opponent to the ground, falling prone along with him. If she uses an all-out attack (see the World of Darkness Rulebook, p. 157) you may add her Athletics skill to a roll instead of the usual +2 to render her opponent prone while using the nage-waza option that allows her to simultaneously damage an opponent and render her prone, while falling prone herself.
- Tokui-waza (Favorite Technique ••••): Through constant practice and competition, your character had made one throw into a specialty. It’s not easy to apply it every time, but when the opportunity appears, few people can resist her technique. If her opponent scores zero successes to establish a hold, escape one or use an overpowering maneuver and the character secures a hold herself, she creates an opening for the technique.
- Kokyu-ho (Breath Power •••••): Your character’s throws are so strong that he can either throw someone double the usual distance with his shihonage, or inflict lethal damage with it. Drawback: Spend one Willpower point per attack. Note that this Willpower expenditure does not add three dice to the attack.
Jukendo (• to ••••) Prerequisites: Strength •••, Dexterity •• and Weaponry ••• Your character knows how to use a spear in close combat. Sojutsu (often incorrectly called yarijutsu) is the Japanese form of the style. These skills also apply to using a rifle with a fixed bayonet (called jukendo in Japan). Thus, characters might learn it in a modern military force or a martial arts school. Martial artists often learn this fighting style alongside Fighting Style: Staff Fighting - Warding Stance (•): The basic advantage of a spear or fixed bayonet is its length. Trained fighters learn to keep the tip of the weapon pointed forward, constantly threatening incoming attackers. Thus, this maneuver lets a practitioner attack first whenever an opponent using a smaller-Size melee weapon attacks from the front.
- Thrust (••): The character knows how to deliver precise, powerful thrusting blows. His spear or bayonet gains the 9 again quality. If the spear or fixed bayonet already has this quality, he gains no further benefit.
- Block and Strike (•••): Your character can deflect incoming attacks with the haft or stock of his weapon and swiftly strike back. When using this maneuver, your character gains +2 to his Defense for the turn, but any attack he makes suffers a –2 penalty. Unlike similar maneuvers (such as Two-Weapon Fighting’s Deflect and Thrust maneuver), the character can move freely while using the technique.
- Great Thrust (••••): The character lunges forward, putting his entire body behind a powerful thrust. If he employs an All Out Attack (see The World of Darkness, p. 157), he adds a number of dice equal to his lower of his Strength or Weaponry skill instead of the standard 2 dice. Drawback: If the attack inflicts at least as much lethal damage as the opponent’s Size, the character lodges the weapon deep in his target’s body. Dislodging it requires an additional Strength + Weaponry roll, but automatically inflicts a point of lethal damage.
Krav Maga (• to •••••) Prerequisites: Strength ••, Dexterity •••, Wits •••, Brawl •••, Brawling Dodge Krav Maga’s core philosophy is one of practicality. It recognizes that when one is in danger he rarely starts on even footing with his assailant. Students learn to quickly turn the tables on their opponents, ending a fight expediently through use of sharp applied force, including to the face and genitals. Students train in distracting conditions such as under strobe lights and deafening music, sharpening their awareness in the worst conditions. Survival is key, adherents learn, and one survives by immediately neutralizing threats and escaping without being harmed.
Your character practices Krav Maga, and has become competent in an unarmed variant of Defensive Striking. Dots purchased in this Merit provide access to special combat maneuvers. Each maneuver is a prerequisite for the next. Krav Maga maneuvers are based on the Brawl Skill unless otherwise noted and are used unarmed. - Immediate Defense (•): The character has learned to act quickly to neutralize a threat and make a fast escape. She gains a bonus equal to her Initiative equal to her Brawl Skill when fighting armed opponents.
- Disarming Defense (••): The character twists her torso out of danger while grabbing her opponent’s wrist and pulling him forward, using her own torso for leverage as she tears his weapon from his hand. This acts as the Disarm Merit save that it utilizes the Brawl Skill. Rather than knocking the weapon away, the character takes the weapon from her opponent, and may use it the following turn.
- Impenetrable Defense (•••): The character knows that offense and defense are one in the same. The character may add his rating in his Brawl Skill to his Defense or Dodge against a single incoming attack. The bonus from this maneuver combines with that from Brawling Dodge. Drawback: The character must expend a Willpower point to perform this maneuver. This maneuver is reflexive, and a character may use it and perform an instant action (such as attacking) so long as she did not use the Dodge action.
- The First Moment (••••): The character has trained her reaction time to a tenth of a second, acting more by instinct than thought. If the character’s initiative roll results in a tie with another character involved in combat, the character automatically acts before his opponents and allies. Initiative Modifiers are not compared and initiative is never determined by a roll-off (though if multiple characters aside from the Krav Maga practitioner rolled the same initiative, their initiative ratings are resolved as normal). If two characters possess this maneuver, they act at the same time, each resolving their action as if the other had not yet acted. This can result in two characters killing each other in the same heated moment.
- Finishing the Fight (•••••): The character moves defensively, but knows when to lash out at an enemy to bring him crashing to the ground. The character declares and benefits from a Dodge action (including Brawling Dodge, if she possesses it). She may abort that action to make an immediate, reflexive counter-attack against an opponent whose attack fails to overcome her Dodge trait. Drawback: This maneuver costs the character one Willpower point to enact. After making her counter-attack, the character loses her Defense for the remainder of the turn.
- The Weapon at Hand (••) Prerequisite: Fighting Style: Krav Maga ••
Krav Maga teaches its adherents that efficacy trumps style in every case. Exposed to purposefully harsh conditions, mentors train their pupils to quickly recognize and obtain the most useful improvised implement of destruction in her immediate surroundings, whether it be a bottle of gin, a pool cue or even a stapler. The results can be brutal. A character with this Merit may roll Wits + Weaponry as a reflexive action to ascertain what nearby object is both useful and available for use as a deadly weapon. On a success, the Storyteller relates to her the nearest and most efficacious improvised weapon, which she may then take up as an instant action (or as a reflexive action if she possesses the appropriate Quick Draw Merit). On a dramatic success, the character finds a weapon so perfect that it does not suffer the usual –1 penalty for being improvised. Storytellers are encouraged to be creative with this Merit. Rarely does a character find herself in a situation in which absolutely nothing can be used as a weapon. Kung Fu (• to •••••) Prerequisites: Strength ••, Dexterity ••, Stamina •• and Brawl •• Your character is trained in one of the many forms of Kung Fu, conditioning his mind and body for the purposes of focus and self-defense. He may have begun his training at an early age, following in the footsteps of family or friends, or he may have joined a school as an adult for the purposes of exercise or protection. - Focused Attack (•): Physical conditioning and accuracy allow your character to deliver blows at vulnerable spots on targets. Penalties to hit specific targets are reduced by one. Even when a specific part of an opponent is not targeted, armor penalties to your character's Brawl attacks are reduced by one.
- Iron Skin (••): Your character has hardened his body to physical blows, allowing him to withstand repeated hits with minimal effect. He has an effective armor trait of 1 against bashing attacks only.
- Defensive Attack (•••): Your character has mastered the ability to fight defensively. When using this maneuver, your character gains +2 to his Defense for the turn, but any attack he makes suffers a -2 penalty. He can move no more than his Speed while performing a Defense Attack maneuver in a turn.
- Whirlwind Strike (••••): Your character can unleash a storm of blows against an opponent. He can make a number of extra Brawl attacks for each point of Dexterity that he has above 2 in a single action. Each extra attack is made at a cumulative -1 modifier. Thus, he can perform a total of two attacks at Dexterity 3 (the second of which is at -1), three attacks at Dexterity 4 (the third of which is at -2), and four at Dexterity 5 (the fourth of which is at -3). All attacks must be on the same target.
Drawback: Your character cannot use his Defense against any attack in the same turn in which he intends to use this maneuver. If he uses Defense against attacks that occur earlier in the Initiative roster, before he can perform this maneuver, he cannot perform the maneuver this turn. He is too busy bobbing and weaving out of the way of attacks.
- Lethal Strike (•••••): By focusing his might and concentration, your character can kill or maim an opponent with a well-placed strike. A strike inflicts lethal instead of bashing damage. Drawback: Spend one Willpower point per attack. Note that this Willpower expenditure does not add three dice to the attack.
Langschwert (• to •••••) Prerequisites: Strength ••• and Weaponry ••• Your character is skilled in the German twohanded long sword style, or another martial art that specializes in using a long two-handed sword or stick. Dots purchased in this Merit provide access to special combat maneuvers. Each maneuver is a prerequisite for the next. Langschwert maneuvers are based on the Weaponry Skill and work in conjunction with a Size 3 or 4 blade or staff. - Wards (•): Your character knows how to use his weapon to deflect and threaten away attacks. Add 1 to his Defense when he wields a weapon compatible with this Fighting Style.
- Fool’s Guard (••): Your character knows how to hold his weapon low to seemingly invite attack, but when the opponent strikes, he can quickly raise it to counter. Instead of offering a normal Defense, roll Strength + Weaponry + 1 die against the opponent’s attack. This is an instant action. Each success reduces the attack’s damage by 1, and if the characters successes exceed the attacker’s, the difference is inflicted upon the attacker as damage from the character’s weapon Drawback: The character cannot employ his Defense in any turn where he uses the Fool’s Guard.
- Half Sword (•••): Your character grabs the midpoint of his weapon to rain more powerful thrusts and blows at a shorter range, almost as if he was using the blade as a small spear. If his attack succeeds, add 2 to the weapon’s damage (do not add this as the weapon’s equipment bonus, but after rolling). Drawback: The weapon’s reduced range nullifies the Wards maneuver, so the character loses its Defense bonus. It also reduces the character’s Weaponry-based dice pool by one.
- Doubling Cut (••••): Your character strikes the enemy with two quick cuts. He can make two Weaponry attacks against an opponent in the same turn. Drawback: Your character cannot employ his Defense or the Fool’s Guard in the same turn as he uses this maneuver.
- Wrathful Cut (•••••): Your character steps in with a powerful blow, capable of overwhelming his enemy’s defenses. When he makes an All-Out Attack, add his Weaponry dots instead of the normal +2 bonus. Drawback: Your character cannot employ his Defense or the Fool’s Guard in the same turn as he uses this maneuver.
- Armored Fighting (•• or ••••) Prerequisites: Strength •••, Stamina •••, Langschwert •• or ••••
Langschwert groups that emphasize historical techniques learn to fight in full armor. They know how to move and conserve energy in heavy chain mail or even full plate. These skills aren’t exclusive to European martial artists. They’re also found in Japanese koryu and modern military combatives. Your character knows how to fight in heavy armor. Every two dots in this Merit (at •• or ••••) reduce her Brawl, Melee Defense and Speed penalties for heavy armor by 1. Modern Army Combative (• to •••••) Prerequisites: Strength ••, Dexterity ••, Stamina ••, Brawl •• The character is trained in Modern Army Combatives, the modern military style of hand-to-hand combat that blends a number of fighting styles such as Muay Thai to provide a soldier with an all-round means of unarmed self-defense and defense with short weapons. Each dot of this Fighting Style is the prerequisite for the next higher dot; one cannot purchase “Atemi Attack” until one has purchased “Tactician’s Sense”, for example. - Tactician’s Sense (•):The character gauges the body language of combatants in his proximity. In game terms, he can make a Reflexive Wits + Composure perception roll and gauge the Initiative modes of all combatants before a fight starts.
- Atemi Attack (••):The human body has a variety of pressure points, any of which can cause an opponent great pain. The trained fi fighter knows where to strike for maximum effect. When striking with a Brawl or Weaponry attack, the character may ignore up to 1 point of the enemy’s Armor protection per dot in this Fighting Style.
- Forearm CHoke (•••):The character applies pressure to an enemy’s carotid artery in an attempt to knock him out. The character must successfully achieve a Grapple attack (see “Grapple”, the World of Darkness Rulebook, p. 157). The character may apply the choke hold from the following turn. The hostile may attempt to free himself on his next action with Strength + Brawl, his dice pool penalized by the character’s Strength + 1. This maneuver is designed to render the foe unconscious. The foe may resist each turn at a cumulative –1 dice pool penalty. When your character has sustained the choke hold for a number of turns equal to the hostile’s Stamina, the hostile is rendered unconscious, and sustains a single point of bashing damage. The Forearm Choke is useless against creatures that do not need to breathe.
- Bullring (••••):The character is trained in fighting off multiple opponents simultaneously. His Defense is applied in full to each and every simultaneous hand-to-hand attack in a single turn.
- Lethal Strike (•••••):The soldier’s hands become deadly weapons when the character spends a Willpower point. A successful Brawl strike delivered in a turn in which he spends Willpower delivers lethal, rather than bashing, damage. Drawback: Because the lethal attack takes place in that turn, the character cannot spend Willpower to boost his attack dice pool.
Muay Tai (• to ••••) Prerequisites: Strength •••, Stamina ••, Brawl •• In the West, Muay Thai has only recently grown from a little-known combat sport into a near-mandatory study for serious strikers. In Asia, the style has been famous for longer. Kung fu and karate styles have both tested fighters by sending them against Thai boxers, or nak muay. In some cases, even amateur Muay Thai stylists beat them within an inch of their lives. The art earned a reputation for training powerful, tough fighters. Martial artists from other styles now routinely add Muay Thai techniques to their arsenal. The most famous modern examples are MMA stylists, who use Thai cut kicks, clinching knees and elbows in standup combat. A cut kick resembles the karate “roundhouse” kick, but whips through the target like a baseball bat, without snapping the knee, and strikes with a shinbone conditioned to hit without flinching. The kick’s thrown with so much relaxed power that if it misses, the fighter might spin in a complete circle before falling back into a fighting stance. Muay Thai’s changed, too. Thai boxers add Western boxing’s combinations and evasion techniques to their arsenal. Not every technique is suitable for Muay Thai competition, however. A deep duck that works in boxing would earn a Thai fighter a knee to the face. Even as the art evolves, it must confront the realities of Muay Thai competition, where fighters can grab their opponent and use hands, feet, knees and elbows to strike. For this reason, Muay Thai is sometimes called the “eight limbed art,” or the style with “eight points of contact.” Even head butts used to be allowed, but they’re now illegal in mainstream venues. - Cut Kick (•): Your character knows how to deliver powerful round kicks to her opponent’s legs. When you choose this option your character inflicts one less point of damage than usual, counted after rolling to see if the attack succeeds. (For example, an attack that scores one success would still be a successful cut kick, but inflicts no Health damage). However, each kick reduces the opponent’s Speed by one, down to a minimum of one. If you roll as many successes as the opponent’s Size, he falls prone because he’s been swept by her kick or can’t use his leg out of sheer pain. Her opponent can get back up whenever she has the chance, but her Speed only recovers at the end of the combat scene.
- Iron Skin (••): Your character has hardened his body to physical blows, allowing him to withstand repeated hits with minimal effect. He has an effective armor trait of 1 against bashing attacks only.
- Combination Blows (•••): Your character's training and experience allow him to devastate opponents with a flurry of rapid blows. He can make two Brawl attacks against the same target in a single action. The second attack suffers a -1 penalty. Drawback: Your character cannot use his Defense against any attack in the same turn in which he intends to use this maneuver. If he uses Defense against attacks that occur earlier in the Initiative roster, before he can perform this maneuver, he cannot perform the maneuver in the turn. He is too busy bobbing and weaving out of the way of attacks.
- Haymaker (••••): Your character can deliver powerful, accurate blows capable of knocking an opponent unconscious with a single punch. A single Brawl attack that equals or exceeds the target's Size in damage might knock him unconscious. A Stamina roll is made for the victim. If it succeeds, he is conscious but he still loses his next action due to the Body Blow (see above). If it fails, he is unconscious for a number of turns equal to the damage done. Drawback: Your character cannot use his Defense against any attack in the same turn in which he intends to use this maneuver. If he uses Defense against attacks that occur earlier in the Initiative roster, before he can perform this maneuver, he cannot perform the maneuver in the turn. He is too busy bobbing and weaving out of the way of attacks.
- Thai Clinch (••••): Your character grabs an enemy around the head and pulls him into a vicious elbow or knee strike. If you establishing a grappling hold as the first part of using the Combination Blows maneuver and inflict damage as the second move, add your Dexterity to your dice pool to attack. Drawback: The usual –1 penalty for Combination Blows applies to the first grappling attempt, not the following attack. This benefit does not apply if your character has already established a hold or in future attempts to damage an opponent from the same hold, but she can always abandon her current hold and try a new grapple to use the Thai Clinch.
Qinna (• to •••••) Prerequisites: Dexterity •••, Brawl •• Your character is skilled in a Chinese martial arts style that emphasizes qinna, or another martial art that specializes in standing joint locks, holds and chokes. Dots purchased in this Merit provide access to special combat maneuvers. Each maneuver is a prerequisite for the next. Qinna maneuvers are based on the Brawl Skill and work in conjunction with unarmed combat. Qinna maneuvers are designed to exploit weaknesses in the human anatomy. Targets who do not feel pain, possess the need to breathe or have skeletons will not be affected by certain maneuvers. Of the commonly played supernatural beings, this renders vampires immune to the effects of Sealing the Breath or Disrupting the Veins. - Standing Control (•): Your character gains an additional overpowering maneuver, called Standing Control. If she overpowers her opponent she may force him to accompany him wherever he goes. Drawback: The character can only move himself and his opponent half as far as his Speed would normally allow. The character cannot have moved earlier in the turn, and cannot automatically dump his enemy over a cliff or into a fire or other dangerous environment without performing a separate attack.
- Misplacing the Bones (••): The character’s holds can snap bones and tear connective tissue. If his player inflicts more damage in an overpowering maneuver than the victim’s Size, he breaks a limb unless the defender opts to immediately fall prone. The fracture (or tissue separation) inflicts a point of lethal damage instead of the standard bashing damage, and renders the limb useless. It does not recover until the victim heals that damage. If the limb is an arm, reduce the defender’s Defense by 1 and note that he’s dropped anything held in it. If it’s a leg, the defender cannot walk upright. Drawback: Unless the character opts for a specified target (see World of Darkness, p. 165), the defender’s player (or Storyteller) chooses which limb’s been damaged.
- Grabbing the Muscles (•••): Your character’sgrappling holds twist muscles out of place or puts the defender in a position where she can’t use strength to force her way out of the attack. Treat the defender as if her Strength was two dots lower for the purpose of resisting overpower maneuvers.
- Sealing the Breath (••••): Your character can use chokeholds and strikes to pressure points around the lungs to interfere with a target’s breathing. If he succeeds with a Brawl-based strike or damaging overpower rolled at a voluntary –1 die penalty, he inflicts a –1 die penalty to the opponent’s actions in addition to inflicting standard damage. This penalty is cumulative throughout the combat scene, but vanishes afterwards.
- Disrupting the Veins (•••••): Your character’s grappling maneuvers expertly attack anatomical weaknesses. When he damages a victim with an overpower maneuver you can choose to inflict lethal damage, and when he uses any other maneuver he can choose to inflict a point of lethal damage in addition to other effects. Drawback: Spend a point of Willpower per attack. This does not add three dice to your roll.
Shurikenjutsu (• to ••••) Prerequisites: Dexterity ••• Athletics •• Your character knows how to throw edged weapons with particular skill. Dots purchased in this Merit provide access to special combat maneuvers. Each maneuver is a prerequisite for the next. Your character may use Fighting Style: Shurikenjutsu with any edged weapon that’s been designed for throwing. She may also use it with any other Size 1 object as if she had one dot less in this Merit, or any Size 2 weapon as if she had 2 dots less (Size 3 or greater weapons are not compatible with the Merit). The advantages of this Merit apply to the character’s attempts to throw a qualified weapon, not use it in close range combat. - Ma-ai (“Distance;” •): Your character learns to properly gauge a target’s distance and modify her technique to match it. Double her short, medium and long range throwing ranges.
- Kakushi Buki (“Hidden Weapons;” ••): The character knows how to rapidly retrieve a throwing weapon from a sleeve, holster or other prepared spot on her body. She never needs to use an action to draw a throwing weapon from a prepared spot.
- Choku Da-Ho (“Direct Hit Method;” •••): Your character can throw using the power of her entire body. Add her Strength dots to the dice pool for throwing the weapon. Drawback: The character is considered a still target and may not employ her Defense during the turn in which she uses this maneuver. She may not use this maneuver in conjunction with Ikki Gokken.
- Ikki Gokken (“Five Blades in One Breath;” ••••): Your character can throw multiple weapons in rapid succession during a single turn, provided she either holds them in one hand or can draw them instantly using Kakushi Buki. She may make a one additional throw for each point of Dexterity that she has above 2. Each extra action is rolled at a cumulative –1 modifier. Thus, she can throw twice at Dexterity 3 (with the second at a –1 modifier), three times at Dexterity 4 (at a 0, –1 then –2 modifier to dice rolls) and four time at Dexterity 5 (at 0, –1, –2 and –3 to each dice roll, in turn). Drawback: The character is considered a still target and may not employ her Defense during the turn in which she uses this maneuver. She may not use this maneuver in conjunction with Choku-Do-Ho.
Spetsnaz Knife Fighting (• to ••••) Prerequisites: Dexterity ••• Weaponry •• Your character is trained to fight effectively with a knife. This particular form of martial knife training is based upon original Spetsnaz Russian Forces training. This training is now standard among many of the world’s Special Forces. It involves holding a single-edged knife in a downward (or “reverse”) grip. Maneuvers involve a lot of quick, fluid movements complemented by a mixture of slashing and stabbing toward vital areas. Dots purchased with this Merit allow access to unique combat maneuvers with a knife. Each maneuver is a prerequisite for the subsequent maneuver. Your character cannot have “Advantageous Angle” until he has “Anticipate Attack.” These maneuvers and their effects are described below. All maneuvers are based on the Weaponry Skill. - Anticipate Attack (•): Those trained in Special Forces knife fighting know to move fast before incoming attacks and in response to them. To do this requires a level of anticipation and strategy even before a combat begins. At this level, your character may substitute his Weaponry score for his Composure when determining his Initiative modifier. This is only during combat situations in which your character is using an edged or pointed weapon of Size 2 or under.
- Advantageous Angle (••): Your knife-wielder knows how to make a feinted attack from the side or rear in a way that grants him advantage. While normally such attacks confer no bonuses, the character is aware how to deceive an opponent into mounting a Defense against an attack that isn’t coming — and then stage an attack from a different angle. The foe’s Defense is at –1 during such an attack. Drawback: This maneuver can only be made every other turn.
- Vital Attack (•••): Your character knows how to target his attacks to vital organs and other vulnerabilities. Attacks made with a knife have Armor Piercing 1, and penalties to hit specific targets or body parts (see “Specified Targets,” p.165 of the World of Darkness Rulebook) are reduced by one.
- Slash and Stab (••••): Your character’s deftness with a knife allows him to make two attacks against one target in a single action. The first attack is a slash, the second a thrusting stab. The first attack is made as normal, but the second suffers a –1 penalty. Drawback: This quick maneuver leaves the character somewhat more vulnerable against the next attack coming toward him. His Defense is counted as being one less against the next attack.
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CuteLikeMurder
Staff Member
Gamemaker (HG Mod)
As if killing the bard impresses us.
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Post by CuteLikeMurder on Jun 24, 2012 19:04:31 GMT -5
Fighting Style Merits (Con't) Staff Fighting (• to •••) Prerequisites: Strength •••, Dexterity ••, Weaponry •• Your character has learned to wield a quarterstaff, bo staff or jo staff effectively in combat. This is likely something she has learned from a martial practitioner. This style is sometimes called bojutsu. Dots purchased with this Merit allow access to unique combat maneuvers with polearms. Each maneuver is a prerequisite for the subsequent maneuver. Your character cannot have “Temple Strike” until she has “Trip.” These maneuvers and their effects are described below. All maneuvers are based upon the Weaponry Skill. - Trip (•): Your character can use her polearm to trip a single opponent, hopefully sending him to the ground. It is a contested roll pitting the character’s normal attack roll against the opponent’s Dexterity + Athletics. The character’s attack is penalized by the foe’s Defense, as usual. If the opponent falls, assume Knockdown rules (per p. 168, the World of Darkness Rulebook). In this case, however, the fall to the ground incurs a single point of bashing damage to the opponent.
- Temple Strike (••): Your character brings her staff against the side of her adversary’s head. The normal –3 penalty to hit the head still applies, but if the damage meets or exceeds the target’s Size, the target falls unconscious for a number of turns equal to the damage done. This damage is usually bashing, as it is meant to be performed with a blunt staff. The damage can be performed with a bladed weapon such as the naginata, however. The effect is the same, but the damage is now lethal instead of bashing.
- Dangerous Radius (•••): With this technique, your character can swing her weapon in a wide arc, hitting anyone within three yards. Make a normal attack roll for the character (Strength + Weaponry + weapon bonuses). This roll receives a dice penalty equal to the number of opponents hit with this strike (to a maximum of –5 dice). Successes achieved on this roll are done as damage to all within the three-yard radius. If the weapon is a normal blunt polearm (i.e., a staff), it does bashing. If bladed, the weapon causes lethal damage. Drawback: This attack cannot distinguish between friend or foe. Any allies within the three-yard radius are hit along with enemies. The technique cannot be pulled to exclude friends from the damage.
Sword and Shield (• to •••••) Prerequisites: Strength •••, Dexterity ••, Stamina ••,Weaponry •• Your character has trained extensively with a weapon in her primary hand and a shield in her off-hand. She has learned to utilize the shield’s strengths, redirecting it towards incoming threats while overcoming some of the clumsiness involved in making attacks from behind a shield’s protective cover. Dots purchased in this Merit provide access to special combat maneuvers. Each maneuver is a prerequisite for the next. Sword and Shield maneuvers are based on the Weaponry Skill and function only when a character possesses a shield. - Cloak and Dagger (•): Your character’s extensive training with shields allows her to utilize improvised shields more effectively. This maneuver is named for the practice of using one’s cloak to buffet incoming attacks away. A character with this maneuver doubles the effective Structure of an improvised shield (usually an improvised shield can only deflect a number of attacks equal to its structure before being destroyed) and suffers a –2 penalty to attack rather than the standard –3. This penalty can be further decreased by the maneuver The Shielded Strike below, but improvised shields cannot be used to perform the Shield Bash, Shield Charge, or Stand Strong maneuvers.
- Shield Bash (••): Your character has learned how to use the shield defensively and offensively. Attempts to strike another combatant with the character’s shield still suffer a –1 penalty, but gain a Weapon bonus equal to the shield’s Defense rating. Damage remains bashing. Drawback: A character using a shield to knock an enemy back is not using it for defense. A character does not benefit from a shield’s Defense rating on a turn in which she uses this maneuver. If she has already used the full Defense rating against an incoming attack during the turn, she may not use the maneuver.
- The Shielded Strike (•••): The character’s use of her shield integrates seamlessly with that of her weapon. She may rest the blade across the top or side of a rectangular shield, pushing the weapon forward as if playing billiards. Perhaps she has developed a careful rhythm in which she lowers the shield for the bare instant necessary to deliver a fatal attack. Either way, when the character uses this maneuver to make an attack, she no longer suffers a penalty for using a weapon while benefiting from her shield, and her shield adds +1 to its Defense rating against the target of the attack. Drawback: The character’s concentration on coordinating her shield and weapon leaves her open to attacks from the flanks and rear. She loses her Defense against attacks made by any opponent save the one she is attacking. If she has already used her Defense against an incoming attack from another opponent during the turn, she may not use the maneuver.
- Shield Charge (••••): The character charges forward, shield lowered before her, and crashes into the enemy line. The character makes a shield bash attack (see above) at a –2. The attack inflicts bashing damage, but if even a single success is scored on the attack, the character may send her enemy flying. An opponent who suffers the effects of this attack makes a reflexive Dexterity + Athletics roll; if he rolls fewer successes than the shield-user, he suffers knockdown (see the World of Darkness Rulebook, p. 168). At Storyteller’s discretion, this maneuver may be used against multiple opponents, provided that they are standing close enough together. Each additional opponent targeted levies an additional –1 to the attack roll, and the damage rolled is distributed evenly among those hit. Those who suffer no damage do not check for knockdown, even if their companions do. Drawback: Use of this maneuver necessitates a charge action (World of Darkness Rulebook, p. 164), which means, among other things, she loses her Defense. If she has already used her Defense against an incoming attack from another opponent during the turn, she may not use the maneuver.
- Stand Strong (•••••): The character digs in her feet, raises her shield, and stands as a human wall against an onslaught of attacks. She benefits from her full Dodge trait and shield defense bonus against attacks made from a single direction (Weaponry Dodge can be applied). Additionally, attacks from that direction do not decrease her Defense against later attacks in the round. For the purpose of this maneuver, a direction is approximately one third of the circumference of a circle drawn about the character (typically claiming defense against attacks from the left, front, or right is sufficient). Attacks made against the character from other directions suffer a penalty equal to Defense only, which suffers penalties from multiple attacks as usual. Note that while a single enemy might be able to move around the character’s defenses, no more than three characters can assault the character from a direction that she can’t fully defend against through this maneuver. Drawback: Using this maneuver requires an incredible exercise of will. A character must spend one Willpower point to gain the benefits of this Merit for one turn.
Two Weapons (• to ••••) Prerequisites: Dexterity ••• and Weaponry ••• Your character has trained to fight with a weapon in both hands, allowing him to attack and dodge or make two attacks in the same turn. Your character still suffers the -2 offhand penalty when attacking with a weapon in his secondary hand (unless you have also purchased the Ambidextrous Merit). - Whirling Blades (•): Your character's Dodge trait (Defense doubled; see p. 156) is not penalized by multiple attacks staged against him in a turn until the number of attacks exceeds his Weaponry dots, at which point each attack thereafter reduces his Dodge by -1. So, if your character (with 2 Defense and 3 Weaponry) dodges attacks in a turn, the first three incoming attacks suffer his full Dodge trait as a penalty (-4). The fourth suffers a -3 penalty, the fifth suffers a -2 penalty, and so on. Basically, your character's weapons move so quickly all about him that opponents in close combat have trouble reaching or assaulting him. The Brawling Dodge Merit cannot replace normal Dodge (Defense doubled) when this maneuver is performed.
- Deflect and Thrust (••): Your character can avoid attacks and strike back in the same motion. When using this maneuver, your character gains +2 to his Defense for the turn, but any attack he makes suffers a -2 penalty. He can move no more than his Speed while performing a Deflect and Thrust maneuver in a turn.
- Focused Attack (•••): Your character can attack a single target twice in one turn. The second attack suffers a -1 penalty. Drawback: Your character cannot use his Defense against any attack in the same turn in which he intends to use this maneuver. If he uses Defense against attacks that occur earlier in the Initiative roster, before he can perform this maneuver, he cannot perform the maneuver this turn. He is too busy bobbing and weaving out of the way of attacks.
- Fluid Attack (••••): Your character can make a single attack on two different targets in one turn. The targets cannot be a distance apart in excess of your character's Speed trait. The second attack suffers a -1 penalty. Drawback: Your character cannot use his Defense against any attack in the same turn in which he intends to use this maneuver. If he uses Defense against attacks that occur earlier in the Initiative roster, before he can perform this maneuver, he cannot perform the maneuver this turn. He is too busy bobbing and weaving out of the way of attacks.
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Post by Seryna on Jun 26, 2012 17:30:45 GMT -5
CLM; this is amazing. I know how hard it is to format all of that and I truly appreciate the hard work and dedication. I also think Gladiatorial will fit HG well; so I'll add that in here once I find it again.
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Post by Seryna on Sept 25, 2012 16:12:54 GMT -5
<a target="_blank" title="World of darkness rule bool (pdf)" href="http://pdfcast.org/pdf/world-of-darkness-rule-bool">World of darkness rule bool</a>
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Post by finaldisnerd on Mar 13, 2013 11:33:44 GMT -5
Ok, I've still got a ways to go, but here's what I've got so far. Let me know what you guys think. sheetgen.dalines.net/sheet/24620 Appearance: Kristopher J. Linkletter - District 3 Tribute 18 year old male 5’8 (68 inches) 165 lbs Dirty blond hair (Dark enough to be considered brown) Hazel eyes Usually wears what would be considered “Tech crew” gear: Black slacks, black t-shirts, black shoes… All fairly non-descript. It’s all about the show… That’s Kristopher’s mantra. From a young age Kris learned that life in Panem was hard for most, and a lie for the rest. Those living in the poorer districts like 12, 11, and 3, all knew what it meant to be poor. Barely having enough food to survive, living in constant fear of the Games… all commonplace. Those in the Capital, and even the lapdog districts like 1, 2, and 4, on the other hand, celebrated the very things that the rest of us hated. They didn’t understand how terrible life truly was, because the Capital had them all believing their lies. This may not be news to anyone that Kris knew personally, but the knowledge could prove useful in the games. When Kris was only eight years old, his older sister Anne was selected during the reaping. She was only 12, just barely old enough to be chosen, and luck was not on her side. The family was devastated. Being forced to watch as she was paraded around like a hero, forced to watch as the Capital dressed her in a gaudy lighted dress, forced to watch as she lingered just a bit too long at the start, and forced to watch as a career from District One drove a sword through her chest. It’s all about the show… From that day, Kristopher decided he would train to be prepared. His family had just barely enough food to be able to ignore the tessarae, and the luck that Anne didn’t have seemed to have been saved for Kris. Year after year he would watch as friends would get called, knowing that one day it would be his turn. He would keep up his training, and if he never got called, he would volunteer himself. He needed a way to avenge his sister, and someone had to be called every year anyway, right? Being a career was technically not allowed, but then again, that never stopped them from happening. After all… It’s all about the show… Watching the games was a horror for most, but the Capitol made viewing mandatory, and if Kris was going to watch the games, he would use them as a training guide. The basics were obvious; survival, medicine, weapon use… But there was another aspect to the games that was often overlooked; the broadcast itself. Players in the games could receive gifts from viewers, provided they spent enough money to send the goods, which was often tagged with an extreme price. But it seemed to Kris that regardless of what district they were from, players were most often given gifts for making exciting moves. Players could do well by simply entertaining the viewers. It was sickening, but it was there none-the-less. It’s all about the show… His parents were both computer technicians, working to build electronics for the Capital. As such, Kris did have access to a single computer, which was used mostly for keeping all of the tech orders organized, but it did have one feature that proved to be invaluable to Kris; E-mail. It took him a while to find what he was looking for, but eventually he was successful; a pen-pal style relationship with a youth in the Capital. To this day, Kris doesn’t know this boy’s real name. For that matter, who knows how much of the information gathered is real at all? He just had to hope for the best. Having a friend in the Capital, one who he’s had communication with for seven years now, and one who knew that he would be entering the games this year, had to count for something. It’s all about the show…
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Post by Seryna on Mar 13, 2013 13:58:03 GMT -5
Hello!
Very interesting angle for Kris. I like the idea. I would like to see Allies: capitol Friend for the friend in the capitol. I have looked over the sheet and I think its strong in what we don't have much of in this HG - Mental & Social strengths. In the Training Center, you can write Kris attending stations and gain 3 skills in three areas of your choice. This is a good in character way to learn new skills that he might not have had access to in district three.
What is Kris' personality? I'm curious if he'd want to make allies -with his strong social skills, I think spending some time making allies in training center would benefit him.
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Post by finaldisnerd on Mar 14, 2013 9:17:44 GMT -5
Yeah, it's easy to think of how physical attributes would work for the games, so I wanted to go a little outside the box.
I've never used this system before, so I'm sure there's more that I need to do with my character sheet, and I'm not exactly sure how the training will work, but this looks like it'll be a lot of fun.
Here's a bit on Kris' personality; let me know what else you'd like to see.
On the outside, Kris is friendly and outgoing, and does his best to use his charm and wit to win over potential friends and allies. He truly cares about others, and would go out of his way to help someone in need*, but he also knows how these games operate. There can be only one winner in these games, and he’s willing to do whatever it takes to make sure that it’s him. Where the game is concerned, Kris is cold, calculating, and fueled by revenge. Everything he does in the arena is for the show, to try and win viewers over to his side. He may be genuine in his friendships, but he reserves the right to cut down anyone who gets in his way. Making friends in the training sessions will be his strongest weapon, combined with his acting and persuasion skills, and he might just be able to pull this off.
*When he resolved to volunteer this year, he began telling those closest to him around town of his plan. He convinced a few others to max out their tesserae, knowing that he would be able to protect them from the reaping. Of course, not everyone believed that he would volunteer, and wouldn’t risk putting their names in at all, but he knew that at least a few families would have enough food this year. And if he won? Maybe he could do a little more.
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Post by Seryna on Mar 14, 2013 15:27:52 GMT -5
Hi, The training works as a way for your character to learn new skills or improve on some. You earn 3 free skill points by visiting three stations and interacting with myself in the role of a trainer. Here is a snippet of this years Training: shadowclaw.proboards.com/index.cgi?board=hunger&action=display&thread=9539One thing that I am considering is that because he has low fighting skills, you will have to consider an alternate strategy. You will want to drop the Disarm Merit as it requires so many suxx in fighting to work. I have a few alternative ideas. - The Fresh Start Merit (see p. 112) allows a character to gauge a struggle once it's begun and change his tactics or focus. He can reposition himself in the turn-by-turn roster as a result.
- Danger Sense
Effect: You gain a +2 modifier on reflexive Wits + Composure rolls for your character to detect an impending ambush. This kind of roll is typically made prior to the first turn of a surprise attack. Your character has a well-developed survival instinct that warns him of impending danger. Perhaps he's adept at reading subtle clues in his environment or he possesses an uncanny 'sixth sense' when it comes to avoiding trouble.
- Iron stomach (••)
Prerequisites: Stamina 2 Effect: Your character can eat almost anything, under almost any conditions. Greasy bacon and runny eggs on a raging hangover? No problem. The green meat in the fridge? No problem. Milk two weeks past its expiration date? No problem. He could be dropped in the middle of the forest and could live off bugs and roots as long as necessary in order to survive and with no ill effects. Add two dice to appropriate Survival rolls. Add three to Stamina to resist deprivation (see p. 175).
- Natural Immunity (•) Prerequisites: Stamina 2
Effect: Your character gains a +2 modifier on Stamina rolls to resist infection, sickness and disease. His immune system is exceptionally effective at resisting infections, viruses and bacteria. Your character can probably count on one hand the number of times he's been seriously ill.
I think Kris looks very solid and I will approve him once you change the Disarm merit. Go ahead and post to shadowclaw.proboards.com/index.cgi?action=display&board=zsignups&thread=9498&page=2#78301Do you have any questions on game play? Do you want Kris to have access to specific gear at the blood bath?
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Post by finaldisnerd on Mar 15, 2013 8:56:34 GMT -5
I think I can read over some of last year's game to get the play rules. As far as the blood bath goes, Kris is really hoping he can find a knife of some kind. He's going to try and convince others to do most of the fighting for him, but when push comes to shove his preferred method of fighting will be thrown weapons, like spears. If he can get a knife, he can make those out of tree branches (In theory).
And I'll trade out Disarm for Danger Sense. It makes the most sense with his Meditative Mind.
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CuteLikeMurder
Staff Member
Gamemaker (HG Mod)
As if killing the bard impresses us.
Posts: 2,268
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Post by CuteLikeMurder on Mar 15, 2013 10:55:59 GMT -5
New Merits I’ve been working on some new merits to help players think outside of the box when creating a character. Please lemme know what you think. Thrown Weapons - The thrown weapons fighting style (• to ••••) Prerequisites: Dexterity •••, Athletics ••NOTE: I’ve taken this from a gaming sight here. It’s another option when considering thrown weapons. Your character knows how to throw edged weapons with particular skill. Dots purchased in this Merit provide access to special combat maneuvers. Each maneuver is a prerequisite for the next.
Your character may use FS: Thrown Blade & Dart with any edged weapon that’s been designed for throwing. She may also use it with any other Size 1 object as if she had one dot less in this Merit, or any Size 2 weapon as if she had 2 dots less (Size 3 or greater weapons are not compatible with the Merit). The advantages of this Merit apply to the character’s attempts to throw a qualified weapon, not use it in close range combat. - Distance (•)
Your character learns to properly gauge a target’s distance and modify her technique to match it. Double her short, medium and long range throwing ranges.
- Hidden Weapons (••)
The character knows how to rapidly retrieve a throwing weapon from a sleeve, holster or other prepared spot on her body. She never needs to use an action to draw a throwing weapon from a prepared spot.
- Precision (•••)
The character knows how to deliver precisely thrown weapons over relatively long distances. His thrown weapons gain the 9 again quality when attacking a Specified Target (see WoD Core, page 165) with an associated penalty of -2 or more. If the thrown weapon already has this quality, he gains no further benefit.
- Twin Blades (••••)
Your character's training and experience allow him to throw two edged weapons at once. He can make two Thrown attacks against the same target in a single action. The second attack suffers a -1 penalty. Your character still suffers the -2 offhand penalty when attacking with a weapon in his secondary hand (unless you have also purchased the Ambidextrous Merit).
- A well-rounded thrown weapons specialists may learn the following additional Fighting Styles: Shurikenjutsu and Thrown Blade & Dart - A stealth specialist would do well. - Murder Expert (●●●) Hurstwic - The “barbarian” martial art. (• to •••••) Prerequisites: Strength •••, Stamina •••, and Weaponry •Your character is a skilled practitioner of battle axe techniques. They know how to blend with the force of an attack and amplify it to cut their enemy down. Dots purchased in this Merit provide access to special combat maneuvers. Each maneuver is a prerequisite for the next. Hurstwic maneuvers are based on the Weaponry Skill and work in conjunction with armed combat.
This Fighting Style is most compatible with a great axe that has 9-Again. But this can be used with any two handed axe or even a scythe. - Iron Grip (•) Never lose weapon when falling, running, etc. In combat +2 to resist Disarm
- Executioner (••) If wielding great-axe size 3 or greater add +2 to overall damage. Defense is counted as one less.
- Bar Buster (•••) Ignore structure penalties (up to 3) when wielding an axe. Any object with a structure of 3 or less may be demolished as a reflexive action. Stacks with the Demolisher Merit.
- Bloody-Radius (••••) Spend Willpower, attacks all targets within range with -1 equal to opponents within range (max -5). Allies hit too.
- Giant-Slayer (•••••) Spend Willpower to do double damage against opponents plus one or greater equal to size.
- Weaponry Dodge (•) - A well-rounded large axe specialist may learn the following additional Fighting Styles: Berserker. - Demolisher (• or ••) Merovingian - The light axe martial art. (• to •••••) Prerequisites: Dexterity •••, Stamina ••, and Weaponry •Your character is a skilled practitioner of light axe techniques. They use precision to amplify an attack to cut their enemy down to size by first robbing their enemy of their defense. Dots purchased in this Merit provide access to special combat maneuvers. Each maneuver is a prerequisite for the next. Merovingian maneuvers are based on the Weaponry Skill and work in conjunction with armed combat.
This fighting style is most compatible with any light axe, especially the Francisca Axe. Even the pick axe. - Dual-Wield (•) Ignore off-hand penalties when wielding an axe in the off-hand
- Disarm/Shield Breaker (••) Make an attack if damage exceeds Dexterity then disarm. If enemy is carrying a shield, then make an attack for no damage, if successes exceed strength, do not count shield for next round.
- Shock and Awe (•••) Throw axe in the off-hand for a chance to knockdown.
- Precision (••••) Light axe gain Armor Piercing 1 and penalties to called shots are reduced by one.
- All-or-nothing (•••••) Instead of adding +2 for an all-out attack add weaponry score.
- A well-rounded light axe specialist may learn the following additional Fighting Styles: Light Swords, Thrown Weapons. Powhatan - The throwing axe martial art. (• to ••••) Prerequisites: Wits •••, Dexterity •••, and Athletics •Your character is a skilled practitioner of throwing axe techniques. They know how to conserve energy to deliver the most effective attack. Dots purchased in this Merit provide access to special combat maneuvers. Each maneuver is a prerequisite for the next. Hurstwic maneuvers are based on the Weaponry Skill and work in conjunction with armed combat. - Axe-Parry (•) Defense counts as +1 when carrying a light axe or throwing axes
- Eagle-Eye (••) Double range with throwing Axes and gain 9-Again with throwing axe
- Bushwhack (•••) Spend Willpower so that when making a successful stealth attack, it becomes a Killing Blow against a single unsuspecting target.
- Forestwalk (••••) When in the forest gain +1 to athletics (Running/Climbing), Stealth, Survival, and certain Crafts Rolls. ½ penalties to attack a concealed target.
- Athletics Dodge (•) - A stealth specialist or outdoorsman would do well with this style. Stealth Movement – The art of moving silently. (• to •••••) Prerequisites: Wits •••, Dexterity •••, and Stealth •Your character is a skilled practitioner of stealth movement. They know how to blend with the shadows and disappear from sight. Dots purchased in this Merit provide access to special maneuvers. Each maneuver is a prerequisite for the next. Maneuvers are based on the Stealth Skill and work in conjunction with armed combat. - Creep (•) Move at ¼ speed to gain 9-Again on stealth rolls
- Acuity (••) +2 to perception checks when in stealth
- Low-Crawl (•••) Move at 1/8 speed to count as fully concealed and prone as if the target was perfectly still. While in stealth, all rolls to notice or locate her are made at a –2 penalty. Stacks with Perfect Stillness but only if character is not moving.
- Cat-Footed (••••) Instead of ½ speed move at ¾ speed when in stealth. Can jump, climb, and fall silently.
- Ninja-Vanish (•••••) May make a stealth roll when being observed. Can even do this in combat for -2.
- Someone with a high, Dexterity, Wits, and Stealth will dominate with this movement style. - Throwing weapons expert could effective make surprise attacks with this style. - Perfect Stillness (•) - Murder Expert (•••) - Fighting Styles that require both a high Dex and Wits would do well with this style. Science Weaponization (••) Prerequisites: Intelligence/Wits •••, Crafts ••, and Science • Alter or create weapons based on specialties. I.E. a character that has a concealment specialty can make throwing weapons that will fit in the palm. Or a derringer that comes out of a sleeve with the flick of the wrist. Unencumbered (• or •••) One dot - +1 to defense when not wearing chest armor. Three dot add +2.
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Post by Seryna on Mar 15, 2013 18:14:39 GMT -5
Hi Finaldisnerd, Good, I'm glad that you're eager to get reading the last Games. We literally just closed #26 this week. Our Game play looks something like this: 3/14 - 3/27 District Free play (I will make you a district 3 thread). There is no die rolling here (unless some characters are trying to start the rebellion). Its a good way to get to know people who might be in the hunger games with you. 3/28 : REAPING DAY 3/ 28 - Simultaneously with writing reactions to your Reaping, your character can start posting to the capitol in - Training Thread
- Tribute Lunch thread
- Mentor thread
4/ 14 the last week of training unveils interviews and time to finalize alliances. As soon as interviews are over, within 5 days, we enter the arena. Hi Tiffany, the one thing about Thrown Weapons is that this fighting style replaces the RAW Fighting Style: Shurikenjutsu or Thrown Blade & Dart found on page 104 of Armory Reloaded. I know that Jake took Shuri*** I'll need to check, but I think Thrown weapons drops the merit that allows up to 4 shurikens to be thrown at once. Let me check this and your other ideas posted here over the next few days.
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Post by Seryna on Mar 17, 2013 16:46:05 GMT -5
Hi CLM. There's a lot of good stuff here. Thanks for bringing all of this forward.
Thrown Weapons - This merit replaces the shurikenjutso or whatever its called. Jake's character and one of my NPCs already have bought Shuren... I've asked Jake if he'd rather have this merit instead. He's thinking on it and I'll get back to you.
Hurstwic - The “barbarian” martial art. (• to •••••) needs some draw back. The Iron grip is a great option to have availiable; but I can see someone buying this only to make sure that they never lose a weapon. Its just a two xp way to ensure that weapon stays with them at that level. I'd say Iron Grip needs a counter balance drawback; something to ensure that its based on the character's great composure.
Bar Buster is going to be a tough one to balance out. An axe is pretty good to have; but demolishing a structure as a reflexive action could be something that can be exploited. Whats the intent behind bar buster?
I really like Blood Radius. Its one of the reasons that I love staff fighting.
Merovingian - The light axe martial art. (• to •••••) Prerequisites: Dexterity •••, Stamina ••, and Weaponry • ~ Description~
Dual-Wield (•) Ignore off-hand penalties when wielding an axe in the off-hand
Why does Dual Wield allow off hand penalties to be ignored? Ambidextrous is a pretty costly merit.
Shock and Awe (•••) Throw axe in the off-hand
See above. I'm not convinced ignoring off hand penalties is a good thing. If one pc can have it, I can make some pretty b*tching NPCs with it. Imagine taking a shock and awe axe from a team of sevens. Would it get annoying to constantly be picking oneself off of the ground? Maybe look to the Sword and Shield merit; I think it had a so many suxx needed thing. If theres something like 'if your roll exceeds your opponents Dexterity' I'd be more comfortable with it.
Precision sounds pretty solid.
All-or-nothing (•••••) Instead of adding +2 for an all-out attack add weaponry score.
This is quite a bump up to add. Is it mirroring the Lanshwert attack?
Powhatan
Eagle-Eye (••) Double range with throwing Axes and gain 9-Again with throwing axe
I wouldn't take a 9 again. Maybe as part of a level 3 merit. 9 again could rack up some serious jumps in suxx. Its great for the axe wielder, but for the PC being attacked it'd be a bear. Maybe make 9 again a level three for Powhatan.
Bushwhack (•••) Spend Willpower so that when making a successful stealth attack, it becomes a Killing Blow against a single unsuspecting target.
Thats very powerful. So a one suxx at Stealth means that they can kill a pc?
I haven't read the rest yet (I need my nap!) but I'll be back.
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CuteLikeMurder
Staff Member
Gamemaker (HG Mod)
As if killing the bard impresses us.
Posts: 2,268
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Post by CuteLikeMurder on Sept 10, 2013 15:50:00 GMT -5
Hey Maggiee, CLM again your friendly neighborhood HG Mod here. I've posted a reply about Rose. But I figured we can work out her sheet here. So... let's get started. shadowclaw.proboards.com/index.cgi?action=gotopost&board=hunger&thread=9082&post=71615 this post explains Attributes and Skills. So tell me about Rose. What are her hobbies? What kind of person is she? Is she poor? Or is she really poor? What does she do in her spare time? What's her home life like?
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Post by finaldisnerd on Sept 10, 2013 21:59:34 GMT -5
Hey there everyone! I'm working on my idea for a career tribute, and figured I'd post what I have so far. It's only my second RP here, so I still want to make sure I'm doing this right. Meet Lycastus, the young warrior from District Two (I was originally thinking D1, but it turns out that D2 cannonically has Greek and Roman influences, so he works better from 2). sheetgen.dalines.net/sheet/25641------------------------ (Short version, more details coming soon) *The Arcadia family believes in the Gods of Ancient Greece *Lycastus is one half of a pair of twins (Brother of Parrhasius) *Has been training with his parents to become a Career, as per the will of Ares *His name will be drawn during the reaping, and he will have to fight a few other Careers who wish to volunteer in order to actually take his rightful place *He is very straightforward; no tricks, just threats and promises, which he always makes good on (The good and the bad).
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CuteLikeMurder
Staff Member
Gamemaker (HG Mod)
As if killing the bard impresses us.
Posts: 2,268
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Post by CuteLikeMurder on Sept 11, 2013 14:06:13 GMT -5
I like Lye so far
I just have a few questions:
One: Where did he pick up an Animal Kinship with horses? Two: Why chose an animalken specialty when skillwise his Brawl, Athletics and Investigation are higher? ----- His high strength and brawl would make him a great choice for a grappling specialty or with his high stamina and athletics a running specialty. Three: If he is a straightforward, no tricks, cheststabber, maybe you should drop his manipulation to one dot and put that dot in composure or presence. Four dots in presence with his high intimidation rating would make him great at the stare-down. No words just giving someone a death glare. Four: He doesn't have a high enough Dex rating for disarm. So may I suggest something? Two suggestions for what you could replace Disarm for unless you want to raise Lye's dex, if that's the case just ignore this. ---- 1st Suggestion: Drop Disarm and pick you two other merits in it's place. -----------Shield-Bearer (•) [WAtP p89] Only -1 to attack when using a shield instead of -2. -----------Weaponry Dodge (•) *pre: Strength •• and Weaponry • [WoD p114] When dodging add Weaponry score instead of doubling defense. ---- 2nd Suggestion: Drop Disarm for another two dot merit related to shield and sword fighting -----------Armored Fighting (••) *pre: Strength ••• and Stamina ••• [Reload p84] reduce heavy armor penalties by 1 (••)
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Post by finaldisnerd on Sept 12, 2013 15:57:05 GMT -5
Heh, most of those issues are actually based on an earlier build for him that I apparently never finished editing out. Easy fixes, and those are actually some really good suggestions, especially "Shield Bearer". Looks a bit better now.
Also, were our Attributes limited to 3 at creation? I thought that I read that somewhere, but then you suggested putting that dot of Manipulation in Presence. I can easily move it over to Composure instead if that's the case.
This is why I needed to post him here first, lol. More eyes are always better. Thanks!
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