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- Wits 3, Weaponry 1: Improvised
- Always Armed: Wits + Weaponry to get 1L, Size 1, Durability 2
- Dex 3, Ath 2: Shurikenjutsu
- Size 1 objects -1 dots, size 2 -2 dots; size 3 inapplicable. Reflexively draw and throw katanas?
- Dex 3, Weapon 2: Spetsnaz knife fighting
- Knife, size 2 or under (most are size 1). Edged or pointed weapons size 2 or less.
- Dex 3, Weap 3: Two weapons
- I don't think you'll be using twin polearms, but there's no rules against it.
- Dex 3, Weap 3: Fencing
- Size 2 blades only. Kendo same requirements and weapon stats.
- Str 3, Dex 2, Weap 2: Staff
- Polearms, including improvised (at Weap 3); size 4
- Dex 3, Weapon 3: Escrima
- Size 2, 1 B, paired
- Armory Reloaded says there's a variation of Light Sword styles applicable
- Str 3, Dex 2, Weap 3: Sojutsu, spear
- Considered a polearm
- Str 2, Dex 3, Comp 3, Weapon 3, Quick Draw: Iaido
- Curved swords.
- Str 3, Weap 3: Langschwert
- Size 3 or 4 blade or staff. +1 defense, or Fool's Guard, or increased damage/two hit/all out attack
- Str 2, Dex 2, Sta 2, Brawl 2: MAC
- at 2 dots, Weaponry attacks may ignore 1 armor per dot in MAC. A good stopping point for a weapon fighter.
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- Initiative:
- Str 2, Dex 3, Wits 3, Brawl 3, Brawling Dodge: Krav Maga
- Adds Brawl to initiative vs. armed opponents
- Str 2, Dex 2, Sta 2, Brawl 2: Modern Army Combatives
- Guage initiative of all present with Wits + Composure reflexive
- Wits 3, Weaponry 1: Improvised weaponry
- Reflexive on his initiative to roll Wits + Weaponry to arm himself.
- Dex 3, Weapon 2: Spetsnaz knife fighting
- Substitute Weaponry for Composure for initiative when using size 2 or less edged/pointed weapon.
- Str 2, Dex 2, Composure 3, Firearms 2: Combat marksmanship
- If fight starts with gun in hand, Firearms dots as bonus to initiative
- Str 2, Dex 3, Comp 3, Weap 3, Quick Draw: Iaido
- If curved sword is sheathed, add Weaponry skill to Initiative modifier; must commit to making an attack.
- Iaido and Krav Maga both offer, with different weapons, benefits for initiative ties
- ---------------------
- Sword and shield as two weapon
- Str 3, Dex 2, Sta 2, Weapon 2: Sword and shield
- at 2 dots, shield bash gets equipment bonus instead of defensive bonus. 3 dots, defensive bonus applies to one opponent, but no penalty. 4 dots, crash into enemy line for bashing damage and knockdown chance, no defense
- Polearm: bo, jo, quarterstaff, 5-foot improvised weapon, etc.
- Trip: 1 bashing, knockdown
- Temple strike: -3 to hit as normal, target falls unconscious for turns equal to damage, lethal damage with some polearms
- Dangerous radius: Sweeping attack all around, cumulative penalty
- Jo: Size 3, 3 bashing/lethal, dex 3 or penalty
- Jo:
- Staff
- Trip: 1 bashing, knockdown
- Temple strike: -3 to hit as normal, target falls unconscious for turns equal to damage
- Dangerous radius: Sweeping attack all around, cumulative penalty.
- Langschwert
- Wards: +1 defense.
- Fool's Guard: Lose Defense, roll Strength + Weaponry + 1 against attack as instant action vs. an attack. Subtract successes from attack, difference applied as damage.
- Half Guard: Nullify Ward, -1 to attack, +2 to damage.
- Doubling Cut: Two Weaponry attacks in the same turn. No Defense or Fool's Guard.
- Wrathful Cut: All-Out Attack adds Weaponry dots instead of +2 bonus. Compatible with many of the above, but All Out Attacks ditch Defense.
- Escrima:
- Aggressive light sword (size 2)
- Thrust: +1 lunging attack, straightforward, nothing special.
- Feint: Next attack, by anyone, opponent is denied Defense.
- Riposte: Dodge (double defense), then attack in response at -1 but ignoring defense.
- Moulinet: Double tap for extra damage; probably should require an edged weapon? Spend willpower before initial attack.
- Filipino Martial Arts (Stick Fighting) (size 2, 1 bashing)
- Lock And Block: A defensive maneuver, may roll Strength + Weaponry + Defense (or just S+W if you've already used Defense elsewhere) to grapple an opponent.
- Disarm: Dexterity + Weaponry vs. opponent's Stamina. Half this as damage, rounded up, as bashing damage. Unclear if defensive.
- Off-Balancing Attack: Attack at -2 penalty, but if successful, ful damage and opponent's next attack is -3.
- Many-Handed Defense: Apply full Defense or Dodge to all attacks against him in a single turn.
- Spear:
- Staff
- Trip: 1 bashing, knockdown
- Temple strike: -3 to hit as normal, target falls unconscious for turns equal to damage
- Dangerous radius: Sweeping attack all around, cumulative penalty.
- Jukendo
- Warding: May always attack first against an opponent using a smaller-size melee weapon from the front.
- Thrust: Spear gains 9-again quality. (Does not stack.)
- Block And Strike: +2 Defense, -2 attack, may move freely
- Great Thrust: All Out Attack, adds lower of Strength or Weaponry instead of 2 dice. May lodge weapon in opponent.
- Knife:
- Spetsnaz knife fighting
- Anticipate attack: Wits + Weaponry instead of Composure for Initiative. Size 2 or smaller edged and pointed weapons only.
- Advantageous angle: Every other turn, opponent's defense is -1.
- Vital attack: Knife gets Armor Piercing 1, and penalties to hit specific targets or body parts are reduced by 1.
- Slash and stab: One slash, one stab; normal attack, then second attack at -1. Defense is -1 vs. next attack only.
- Aggressive light sword (size 2)
- Thrust: +1 lunging attack, straightforward, nothing special.
- Feint: Next attack, by anyone, opponent is denied Defense.
- Riposte: Dodge (double defense), then attack in response at -1 but ignoring defense.
- Moulinet: Double tap for extra damage; probably should require an edged weapon? Spend willpower before initial attack.
- Shurikenjutsu
- Mai-ai: Double short, medium and long throwing ranges.
- Kakushi buki: Never needs to use an action to draw a throwing weapon from a prepared spot.
- Choku da-ho: Add Strength to dice pool for throwing, at cost of Defense. (Size 1 only.)
- Ikki gokken: One additional throw per point of Dexterity over 2, -1 cumulative. (Size 1 throwing weapons only.)
- Brawl Madness:
- Dexterity 3, Brawl 3, Weaponry 3, a 4 Point Fighting Style Merit: She may use Two Weapons, Filipino Martial Arts (Stick Fighting), or Spetsnaz (and other forms of) Knife Fighting.
- Dexterity 3, Weaponry 3: Two Weapons
- Whirling blades: Dodge trait is not penalized for multiple attacks until attacks exceeds Weaponry dots. (Might stack with Weaponry Dodge as well; cannot with Brawling Dodge.)
- Deflect and thrust: +2 defense, -2 penalty, cannot move more than speed in this turn.
- Focused attack: Attack target twice, -1 penalty for second attack. (-2 for offhand as well.) No defense.
- Fluid attack: Attack two targets, same as Focused Attack, but second target can be Speed away. No defense.
- Anticipate attack: Wits + Weaponry instead of Composure for Initiative. Size 2 or smaller edged and pointed weapons only.
- Advantageous angle: Every other turn, opponent's defense is -1.
- Vital attack: Knife gets Armor Piercing 1, and penalties to hit specific targets or body parts are reduced by 1.
- Slash and stab: One slash, one stab; normal attack, then second attack at -1. Defense is -1 vs. next attack only.
- Lock And Block: A defensive maneuver, may roll Strength + Weaponry + Defense (or just S+W if you've already used Defense elsewhere) to grapple an opponent.
- Disarm: Dexterity + Weaponry vs. opponent's Stamina. Half this as damage, rounded up, as bashing damage. Unclear if defensive.
- Off-Balancing Attack: Attack at -2 penalty, but if successful, ful damage and opponent's next attack is -3.
- Many-Handed Defense: Apply full Defense or Dodge to all attacks against him in a single turn.
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