macksting

fighting styles nwod combos

Oct 6th, 2015
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  1. Wits 3, Weaponry 1: Improvised
  2. Always Armed: Wits + Weaponry to get 1L, Size 1, Durability 2
  3.  
  4. Dex 3, Ath 2: Shurikenjutsu
  5. Size 1 objects -1 dots, size 2 -2 dots; size 3 inapplicable. Reflexively draw and throw katanas?
  6.  
  7. Dex 3, Weapon 2: Spetsnaz knife fighting
  8. Knife, size 2 or under (most are size 1). Edged or pointed weapons size 2 or less.
  9.  
  10. Dex 3, Weap 3: Two weapons
  11. I don't think you'll be using twin polearms, but there's no rules against it.
  12.  
  13. Dex 3, Weap 3: Fencing
  14. Size 2 blades only. Kendo same requirements and weapon stats.
  15.  
  16. Str 3, Dex 2, Weap 2: Staff
  17. Polearms, including improvised (at Weap 3); size 4
  18.  
  19. Dex 3, Weapon 3: Escrima
  20. Size 2, 1 B, paired
  21. Armory Reloaded says there's a variation of Light Sword styles applicable
  22.  
  23. Str 3, Dex 2, Weap 3: Sojutsu, spear
  24. Considered a polearm
  25.  
  26. Str 2, Dex 3, Comp 3, Weapon 3, Quick Draw: Iaido
  27. Curved swords.
  28.  
  29. Str 3, Weap 3: Langschwert
  30. Size 3 or 4 blade or staff. +1 defense, or Fool's Guard, or increased damage/two hit/all out attack
  31.  
  32. Str 2, Dex 2, Sta 2, Brawl 2: MAC
  33. at 2 dots, Weaponry attacks may ignore 1 armor per dot in MAC. A good stopping point for a weapon fighter.
  34. ---------------------
  35.  
  36. Initiative:
  37. Str 2, Dex 3, Wits 3, Brawl 3, Brawling Dodge: Krav Maga
  38. Adds Brawl to initiative vs. armed opponents
  39. Str 2, Dex 2, Sta 2, Brawl 2: Modern Army Combatives
  40. Guage initiative of all present with Wits + Composure reflexive
  41. Wits 3, Weaponry 1: Improvised weaponry
  42. Reflexive on his initiative to roll Wits + Weaponry to arm himself.
  43. Dex 3, Weapon 2: Spetsnaz knife fighting
  44. Substitute Weaponry for Composure for initiative when using size 2 or less edged/pointed weapon.
  45. Str 2, Dex 2, Composure 3, Firearms 2: Combat marksmanship
  46. If fight starts with gun in hand, Firearms dots as bonus to initiative
  47. Str 2, Dex 3, Comp 3, Weap 3, Quick Draw: Iaido
  48. If curved sword is sheathed, add Weaponry skill to Initiative modifier; must commit to making an attack.
  49. Iaido and Krav Maga both offer, with different weapons, benefits for initiative ties
  50. ---------------------
  51. Sword and shield as two weapon
  52. Str 3, Dex 2, Sta 2, Weapon 2: Sword and shield
  53. 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
  54.  
  55. Polearm: bo, jo, quarterstaff, 5-foot improvised weapon, etc.
  56. Trip: 1 bashing, knockdown
  57. Temple strike: -3 to hit as normal, target falls unconscious for turns equal to damage, lethal damage with some polearms
  58. Dangerous radius: Sweeping attack all around, cumulative penalty
  59.  
  60. Jo: Size 3, 3 bashing/lethal, dex 3 or penalty
  61.  
  62.  
  63. Jo:
  64. Staff
  65. Trip: 1 bashing, knockdown
  66. Temple strike: -3 to hit as normal, target falls unconscious for turns equal to damage
  67. Dangerous radius: Sweeping attack all around, cumulative penalty.
  68. Langschwert
  69. Wards: +1 defense.
  70. 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.
  71. Half Guard: Nullify Ward, -1 to attack, +2 to damage.
  72. Doubling Cut: Two Weaponry attacks in the same turn. No Defense or Fool's Guard.
  73. Wrathful Cut: All-Out Attack adds Weaponry dots instead of +2 bonus. Compatible with many of the above, but All Out Attacks ditch Defense.
  74.  
  75. Escrima:
  76. Aggressive light sword (size 2)
  77. Thrust: +1 lunging attack, straightforward, nothing special.
  78. Feint: Next attack, by anyone, opponent is denied Defense.
  79. Riposte: Dodge (double defense), then attack in response at -1 but ignoring defense.
  80. Moulinet: Double tap for extra damage; probably should require an edged weapon? Spend willpower before initial attack.
  81. Filipino Martial Arts (Stick Fighting) (size 2, 1 bashing)
  82. 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.
  83. Disarm: Dexterity + Weaponry vs. opponent's Stamina. Half this as damage, rounded up, as bashing damage. Unclear if defensive.
  84. Off-Balancing Attack: Attack at -2 penalty, but if successful, ful damage and opponent's next attack is -3.
  85. Many-Handed Defense: Apply full Defense or Dodge to all attacks against him in a single turn.
  86.  
  87. Spear:
  88. Staff
  89. Trip: 1 bashing, knockdown
  90. Temple strike: -3 to hit as normal, target falls unconscious for turns equal to damage
  91. Dangerous radius: Sweeping attack all around, cumulative penalty.
  92. Jukendo
  93. Warding: May always attack first against an opponent using a smaller-size melee weapon from the front.
  94. Thrust: Spear gains 9-again quality. (Does not stack.)
  95. Block And Strike: +2 Defense, -2 attack, may move freely
  96. Great Thrust: All Out Attack, adds lower of Strength or Weaponry instead of 2 dice. May lodge weapon in opponent.
  97.  
  98. Knife:
  99. Spetsnaz knife fighting
  100. Anticipate attack: Wits + Weaponry instead of Composure for Initiative. Size 2 or smaller edged and pointed weapons only.
  101. Advantageous angle: Every other turn, opponent's defense is -1.
  102. Vital attack: Knife gets Armor Piercing 1, and penalties to hit specific targets or body parts are reduced by 1.
  103. Slash and stab: One slash, one stab; normal attack, then second attack at -1. Defense is -1 vs. next attack only.
  104. Aggressive light sword (size 2)
  105. Thrust: +1 lunging attack, straightforward, nothing special.
  106. Feint: Next attack, by anyone, opponent is denied Defense.
  107. Riposte: Dodge (double defense), then attack in response at -1 but ignoring defense.
  108. Moulinet: Double tap for extra damage; probably should require an edged weapon? Spend willpower before initial attack.
  109. Shurikenjutsu
  110. Mai-ai: Double short, medium and long throwing ranges.
  111. Kakushi buki: Never needs to use an action to draw a throwing weapon from a prepared spot.
  112. Choku da-ho: Add Strength to dice pool for throwing, at cost of Defense. (Size 1 only.)
  113. Ikki gokken: One additional throw per point of Dexterity over 2, -1 cumulative. (Size 1 throwing weapons only.)
  114.  
  115. Brawl Madness:
  116. 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.
  117. Dexterity 3, Weaponry 3: Two Weapons
  118. 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.)
  119. Deflect and thrust: +2 defense, -2 penalty, cannot move more than speed in this turn.
  120. Focused attack: Attack target twice, -1 penalty for second attack. (-2 for offhand as well.) No defense.
  121. Fluid attack: Attack two targets, same as Focused Attack, but second target can be Speed away. No defense.
  122. Anticipate attack: Wits + Weaponry instead of Composure for Initiative. Size 2 or smaller edged and pointed weapons only.
  123. Advantageous angle: Every other turn, opponent's defense is -1.
  124. Vital attack: Knife gets Armor Piercing 1, and penalties to hit specific targets or body parts are reduced by 1.
  125. Slash and stab: One slash, one stab; normal attack, then second attack at -1. Defense is -1 vs. next attack only.
  126. 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.
  127. Disarm: Dexterity + Weaponry vs. opponent's Stamina. Half this as damage, rounded up, as bashing damage. Unclear if defensive.
  128. Off-Balancing Attack: Attack at -2 penalty, but if successful, ful damage and opponent's next attack is -3.
  129. Many-Handed Defense: Apply full Defense or Dodge to all attacks against him in a single turn.
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