Fighting Style Merits

===Aikido===
Req: DEX 12, INT 12, 75% in Grapple, 50% in Martial Arts.
#Ukemi (“Receiving”) - You know how to fall properly and get up quickly. You may rise from a prone position reflexively, and effectively have 4 Armor versus falling damage.
#Aiki (“Harmonious Energy”) - You can defend with a throw by avoiding an attack and utilizing your opponent’s momentum. If you Parry with the Grapple skill, you may immediately establish a hold or shihonage.
#Shihonage (“Four Directions Throw”) - You can throw an opponent quickly and forcefully. Treat the shihonage as a typical Brawling attack, except that success on the attack knocks your opponent back as many feet as half the damage rolled. That opponent must roll Jump to resist being knocked prone, as well.
#Renzoku-waza (“Combination techniques”) - You may attempt one additional grapple or shihonage for every other point of DEX you have above 10. Each extra action is rolled at a cumulative -10% modifier. You cannot use this benefit if you have taken any action other than grappling or shihonage during your turn.
#Kokyu-ho (“Breath Power”) - Your throws are so strong that, with the expenditure of 1 WP, you may double the distance your shihonage throws a target, or bypass armor with its damage.
===Archery===
Req: STR 12, DEX 12, Bows 75%
#Draw and Loose - Your musculature is well-toned for repeatedly drawing a heavy bow. Add ½ your DB to damage with bows; add STR to DEX when determining point-blank and other ranges.
#Rapid Nock - The moment you loose an arrow, you can immediately draw another one. You are also capable of firing a bow without penalty while moving or in a moving vehicle.
#Arcing Fire - After all modifiers, double range for bow attacks.
#Plunging Fire - In spaces permitting several hundred feet of overhead flight only, you are capable of firing over most cover. Any overhead cover provides full protection from your arrows.
===Berserker===
Req: CON 14, R1 of the style to complement.
#Strength in the Fury - Your body rewards recklessness with power and speed. You may forego taking any defensive action during the turn to increase your DB by one step.
#Adrenaline Rush - The surge of adrenaline toughens you versus pain. Increase your Armor versus physical damage by 1.
#Inhuman Alacrity - Opponents are shocked and frightened by the speed and ferocity you can manifest. If you spend Willpower to avoid an attack, roll 2d10 and subtract that from your subsequent defense roll.
#Ignorant in the Face of Death - So long as you forego any and all defensive action, you are immune to stun and ignore penalties to your actions from your injuries.
#Bloody-Handed Bastard - Your behaviour is so violent that you increase your margin for landing an Impale to ⅓ so long as you forego any and all defensive action. If supplementing an unarmed style, instead add 2 damage to all successful attacks.
===Boxing===
Req: STR 14, CON 12, 75%+ Brawl
#Body Blow - if damage inflicted in a single Brawl attack equals or exceeds a target’s SIZ, the victim loses his next action.
#Duck and Weave - So long as you only face Brawl-based attacks, you may commit to any number of Parries in the turn. Each Parry after the first is at a cumulative -10%.
#Combination Blows - You can make two Brawl attacks against the same target in a single action. The second attack suffers a -10% penalty to hit. You cannot Parry any attack during the turn in which you employ this maneuver.
#Haymaker - if damage inflicted in a single Brawl attack equals or exceeds a target’s SIZ, test victim’s CON to see if the victim is instantly knocked unconscious. This is in addition to Body Blow, above.
#Brutal Blow - Add 2 to any and all damage rolls made using your bare hands. 
===Chain Weapons===
Req: STR 12, DEX 14, 75% Chain
#Impenetrable Defense - You may opt not to attack, and instead whirl your chain defensively. Doing so adds +20% to both Dodge and Parry rolls during the entire turn, regardless of Initiative. You may also commit to two additional Parries.
#Hand Bind - When making a Parry, you may take -20% on the roll to bind the limb if successful, effectively grappling the opponent with your chain. This incapacitates your own chain, obviously, and immediately ends the Impenetrable Defense maneuver, if it is active.
#Outside Choke - You can throw a chain to directly wrap around a target’s neck. Roll to hit as normal; the target may resist with Force or a Brawl roll penalized by (your Strength + 5)%. This maneuver is an overt, instantaneous garotting, establishing a chokehold for a very potent knock-out blow attempt.
#Whirl and Thrust - You can make focused strikes with any part of a chain weapon. By whirling the chain a few times, you can build momentum on a single attack; on that attack you ignore up to 20% of any and all penalties associated with directed attacks. You cannot Parry any attack during the turn in which you employ this maneuver.
===Combat Art===
Req: DEX 14, CON 12, R1 in the style to complement.
#Flourish - You can perform a very convincing display of ability in the style you practice; add half of its relevant skill rating to any and all rolls to intimidate.
#Staged Combat - You’ve trained to make perfectly safe and choreorgraphed combat seem incredibly real. Add half your style’s relevant skill rating to any rolls to falsify combat; of course, without a similarly-able partner, the likelihood of this being bought by viewers is limited.
#Dancing for Mars - You recognize the artistic merit in action defined by its violence. Add half your style’s relevant skill rating to any performance-based rolls.
#Function Follows Form - You can conjure deadly focus from an internal critique of the performances of those you face in combat. You may spend 1 WP to add half your rating in any performance-based skills to the relevant combat skill of your style or the Dodge skill for one turn. 
===Combat Marksmanship===
Req: STR 12, DEX 12, INT 12, 75% in at least one firearms skill.
#Shoot First - You add 1 to your DEX for every 10% you have in the relevant skill to any loaded firearm in your hand, when determining action order in a combat scene. If you draw or change firearms, adjustments occur on the next turn rotation.
#Tactical Reload - Muscle memory enables you to reload without conscious thought. Once per turn, you may reload a firearm that feeds from a magazine, speedload a revolver, or hotload a break-action firearm reflexively.
#Double Tap - When using a lever-action, pump-action, or semi-automatic firearm, you may make burst fire attacks as if the weapon were capable of autofire.
#Bayonet Range - You can maintain accuracy and control even when an opponent is an arm’s length away. Within close-combat range, triple your chance to hit with your firearm, as if you were within a point-blank range within your point-blank range. Accordingly, this increases your chance to Impale.
#Rapid Fire - Your concentration is such that you can unleash a hail of bullets. In a single action, you may make one extra Firearms attack for every two points by which DEX exceeds 10. Each attack after the first is at a cumulative -10% penalty; any attacks not directed against the initial target suffer an additional -10% penalty. All attacks made in this manner must be aimed shots or the normal, non-burst rate of fire of the weapon. This maneuver cannot be executed with bolt- or break-action firearms. Additionally, you may not roll Dodge or Parry in the turn you use this maneuver.
===Escrima===
Req: DEX 14, 75% Cudgel
#Lock and Block - If you successfully roll to Parry an incoming attack, you may immediately roll to Grapple your opponent with a bonus to your roll equal to the margin of success of your Parry.
#Disarm - You can direct a strike to a foe’s forearm, striking with enough force to force them to release a weapon. Roll to hit as normal, and compare the damage of your strike to your target’s CON; if you exceed half of their CON, they drop the weapon, but take only half damage from your attack.
#Off-Balancing Attack - By striking the solar plexus, temple, nose, or just your own momentum, you can throw a foe off-balance. Roll to hit at -20%; if you succeed, you do full damage and your opponent’s next attack is made at -30%.
#Many-Handed Defense - You know how to move and flow with combat in ways often unparalleled with other weapon-based styles. If you commit your turn to defensive action, you may commit to any number of Parries during the turn sequence, at no penalty. 
===Fencing===
Req: DEX 14, 75% Sword
#Thrust - When you make a thrusting attack, specifically plunging the blade of an edged weapon toward your opponent, you do so with a +10% bonus to hit and deal 1 extra damage.
#Feint - You know how to feign an attack to throw off an opponent. Make a “normal” attack roll, subject to Parry or Dodge as usual; this attack will deal no damage, it is a feint. If you “hit”, the opponent is momentarily confused and off-balance and may not defend against the next attack they suffer, regardless of its source. 
#Riposte - After a successful Parry or Dodge, you may opt to immediately execute this maneuver, making a sudden and quick retaliatory strike against the source of the attack you avoided at a -10% penalty to hit; your opponent may not roll to Dodge this attack. If you suffer any further attacks on a turn where you have used riposte, you may not defend against them. 
#Moulinet - If you successfully hit with any thrusting sword, you may immediately rotate your wrist and perform a quick spiral cut with the tip of the blade. This requires no additional roll; it simply, immediately, does additional damage equal to half your DEX. You must spend 1 WP to use this maneuver.
===Grappling===
Req: STR 12, DEX 14, CON 14, 50% or more in Grapple.
#Sprawl - You know how to “sprawl” and sink your weight to avoid being overpowered in a grapple. Subtract the higher of your Strength+2 or Dexterity+2 from all rolls to maintain a hold on you.
#Takedown/Throw - In lieu of securing a hold, you can immediately throw an opponent prone. If you take an opponent down this way, you can choose whether or not to go prone with your target.
#Chokehold - If you maintain a hold, you may begin to choke a target at any time. A cumulative -10% is imposed on all actions attempted by an opponent while being choked, and if you maintain the choke for turns equal to half your victim’s CON, they fall unconscious. You may continue choking an unconscious victim, automatically dealing your normal Brawling damage each turn.
#Submission Hold - If you beat your opponent by a margin greater than their SIZ in establishing a hold, they cannot attempt escape without injuring themselves. Any action attempted by an opponent immediately deals your one point or melee DB in damage to them, whichever is higher. In addition, whenever you choose to deal damage in a grapple, add 1 to your damage dealt.
===Iaido===
Req: STR 12, DEX 14, 50% in Sword, Quick Draw
#Tsuki Kage (“Draw and Cut”) - You add 1 to your DEX for every 10% you have in the relevant skill to any sheathed weapon at the ready, when determining action order in a combat scene. If you draw or change weapons, adjustments occur on the next turn rotation.
#Zanshin (“Awareness”) - You strive to remain ever aware of your surroundings, so that you may never be taken by surprise. You gain +20% to all rolls to avoid an impending ambush or otherwise be wary of danger; this effect is cumulative with the merit Danger Sense, meaning one with both would have +40%.
#Tachi-Sabaki (“Movement of the Sword”) - When rolling to Parry, you may add 10% for a D4 or poorer melee weapon, 15% for a D6, or 20% for a D8 or better weapon to the roll; you may only add this bonus when you have taken no offensive action during the turn.
#Kan Ken No Metsuke (“Seeing with Eyes and Mind”) - If your DEX, accounting for all modifiers, is tied with another character involved in combat, you automatically act before everyone else. If this tie is between you and another character with this same merit, the two characters act simultaneously; plan your turn in advance as the other character plans theirs - all actions will take effect in the same functional moment.
#Uke Nagashi (“Catch and Slide Off”) - By spending one WP, you can enter into an intense defensive state, ready to strike back at an opponent who attacks you. By successfully rolling Dodge or Parry, you can immediately counterattack at -10%. This continues throughout the turn rotation - you can continue to react to attacks beyond the first. This maneuver precludes use of other defensive maneuvers, and must be declared on your turn in lieu of offensive actions.
===Krav Maga===
Req: STR 12, DEX 14, INT 12, 75% in Brawl, Brawling Dodge
#Immediate Defense - When facing any armed opponents, you add +1 to your DEX for every 10% of Brawl you possess.
#Disarming Defense - When utilizing a Grapple-based Parry, if your margin of success is greater than your opponent’s DEX you immediately divest that opponent of their weapon and ready it for use.
#Impenetrable Defense - Against a single incoming attack, you can move defensively as though attacking; spend one WP when rolling Dodge versus a single attack to add your Brawl % to that Dodge roll.
#The First Moment - If your DEX, accounting for all modifiers, is tied with another character involved in combat, you automatically act before everyone else. If this tie is between you and another character with this same merit, the two characters act simultaneously; plan your turn in advance as the other character plans theirs - all actions will take effect in the same functional moment.
#Finishing the Fight - If you successfully Dodge an incoming attack, you may forego further defensive action and spend 1 WP to reflexively counterattack that attack’s source. This maneuver may be executed barehanded, or with any weapon in hand.
===Kung Fu===
Req: STR 12, DEX 12, CON 12, 50% Martial Arts
#Focused Attack - Reduce penalties to strike specific targets in the body by 10%.
#Iron Skin - Effectively, you have 2 armor versus all bashing attacks.
#Defensive Attack - For -20% to all attacks during your turn, you gain +20% to all parries. Movement rate is halved for the turn.
#Whirlwind Strike - You can unleash a storm of blows against a single opponent. You can make a number of extra Brawl attacks for every two points of DEX you have above 10, as a single action; each attack beyond the first is at a cumulative -10%. All attacks must be to the same target. During this turn, you can commit to no Parries, nor dodge.
#Lethal Strike - After successfully rolling Martial Arts to double your unarmed damage, if your MA roll was ⅕ your skill (as with an impale) add an additional 5 damage to the result.
===Langschwert===
Req: STR 12, Sword 75%
#Wards - When wielding a weapon compatible with this fighting style, add 10% to all Dodge and Parry rolls.
#Fool’s Guard - Instead of rolling a conventional Parry, you may roll an attack action with your weapon; if this attack is a ‘hit’, roll damage as normal, then compare the damage to what you would normally suffer from your opponent’s attack. The difference is taken immediately in damage by whomever rolled the inferior damage sum. You cannot employ conventional Dodge or Parry rolls for the remainder of the turn; any further defensive actions must be Fool’s Guard.
#Half Sword - You grab the mid-point of your weapon to make more powerful thrusts and more ax- or hammer-like blows, reducing your chance to hit by -20% but adding 4 to all damage rolled. Employing this maneuver nullifies most defensive maneuvers, such as Wards.
#Doubling Cut - You can powerfully swing your weapon, making two strikes against a single opponent in one turn. Roll to hit with both separately; additionally, you may commit to no defensive actions this turn.
#Wrathful Cut - When you roll to hit, you may declare this maneuver; doing so foregoes any defensive actions this turn, but should your attack Impale, triple rather than double its damage.
===Qinna===
Req: DEX 12, Grapple 50%
#Standing Control - If you overpower an opponent with a grapple, you may freely move that opponent with you, up to half your normal movement range. Against any attacks facing you, your overpowered opponent can serve as cover.
#Misplacing the Bones - When damaging an opponent with a hold, if your damage exceeds half an opponent’s SIZ you may immediately break a limb unless the victim opts to immediately submit. The victim has the choice of which limb is broken.
#Grabbing the Muscles - Your grip is precise and powerful; rolls to resist your grappling maneuvers - once your hold has been established - are at -15%.
#Sealing the Breath - When restraining an opponent with a grapple, you may opt for -10% to your Grapple rolls to interfere with a target’s breathing. A cumulative -10% is imposed on all actions attempted by an opponent while you employ this maneuver, increasing per round. This maneuver can be employed in conjunction with the Grappling maneuver Chokehold, leading to a cumulative -20% penalty per round.
#Disrupting the Veins - Even with non-damage-dealing Grapple maneuvers, including Parries and disarms, your powerful, twisting grasp can inflict 2 damage automatically.
===Shield Mastery===
Req: STR 14, DEX 12, CON 12, 50% Shield Use
#Cloak and Dagger - You have learned to employ improvised shields with greater efficacy; double the damage an improvised shield can take before breaking, and reduce the penalty to attacks when using a shield to -15% (from -30%).
#Shield Bash - If you forego using your shield defensively for the turn, you can hammer an opponent with it. Damage for a shield is based on its size; 1d4+DB for a buckler, trash can lid, or other small shield, 1d6+DB for a kite shield, car door, or other similar shield, and 1d8+DB for a pavise, tower shield, house door, or other body shield.
#The Shielded Strike - You have learned to brace your weapon against your shield, focusing on maintaining a proper guard while still able to attack. You no longer suffer a penalty for using a weapon while bracing your shield, and upgrade the cover your shield provides by one step. You are vulnerable to and cannot defend against attacks from the side and rear while employing this stance.
#Shield Charge - If you bash with your shield while at a run, humanoid targets must test Jump versus your attack roll or be knocked prone. Additionally, you may now bash versus a number of targets in very close proximity based on the size of your shield: small shields may only bash one target, kite and similar shields may bash up to two, and body shields may bash up to 3.
#Stand Strong - You can dig in and brace yourself with phenomenal focus. With the expenditure of 1 WP, you can upgrade the cover your shield provides by one step, and count that cover versus all attacks coming from a 180-degree arc, for an entire turn. Additionally, you do not suffer penalties to blocking subsequent attacks in a round with your shield.
===Sniping===
Req: DEX 14, 50% Hide, 75% Rifle
#On Scope - You have an intuitive understanding of ballistics. When making an aimed shot, add 10% to your chance to hit for semi-automatic and automatic rifles, and 20% to your chance to hit with break-action, bolt-action, and lever-action rifles; in addition, add 20% to all Spot Hidden rolls made with scope or other long-range optic devices.
#Battlesight Zero - When you make an aimed shot, add 1 to your point-blank and base ranges for each 10% of your firearm’s skill; in addition, penalties to hit at range increments beyond base are reduced by 25%.
#Focused Shot - Your concentration is astounding. When making an aimed shot, ignore penalties to hit for wounds, drugs, disease, pain, fatigue, environmental conditions, and similar factors. In addition, penalties to hit at range increments beyond base are reduced, again, by 25%.
#Tactical Intervention - You do not suffer penalties for firing into close combat or concealment.
#One Shot, One Kill - When you pick up your rifle, people fall down. When making an aimed shot, you may spend one WP to bypass any and all forms of armour a target possesses.
===Spear and Bayonet===
Req: STR 14, DEX 12, 50% or more in Spear.
#Warding Stance - Whenever directly engaged with an opponent wielding a melee weapon shorter than your spear, you are able to keep them at bay with your spear, enabling you to act first in such conflicts.
#Thrust - You know how to deal precise, powerful thrusting blows. You Impale at ¼ your skill or below, rather than ⅕ or below, when striking with spears or bayonets.
#Block and Strike - You can deflect incoming attacks with the haft or stock of your weapon and swiftly strike back. When using this maneuver, you add 20% to any Dodge or Parry roll you make this turn, but attack at -20%. Unlike similar maneuvers from other fighting styles, you may freely move during while using this technique.
#Great Thrust - You are capable of placing your entire body behind a powerful thrust. By spending 1 WP you can guarantee your next spear or bayonet attack will Impale. In addition, when you dislodge your spear or bayonet from an enemy in which it is Impaled, you deal its base damage (without your melee DB) again, automatically.
===Spetsnaz Knife Fighting===
Req: DEX 14, 75% Knife
#Anticipate Attack - You have developed an awareness for how combat will flow. When wielding a small edged or pointed weapon, you may add 1 to your DEX for every 10% of your weapon’s skill.
#Advantageous Angle - You know how to make a feinted attack from the side or rear in such a way that grants you advantage. Every other turn, you may attack in an unconventional manner, reducing rolls to Dodge or Parry your attack by -20%.
#Vital Attack - You know how to target vulnerabilities and vital organs. Halve armor on targets you are attacking with a knife; additionally, penalties to hit specific targets or body parts are reduced by 10%.
#Slash and Stab - Your deftness with a knife allows you to make two attacks against one target in a single action. The first attack is a slash; the second, a thrusting stab. The first is rolled as normal, and the second suffers a -20% penalty. This quick maneuver leaves you somewhat vulnerable, and any roll to Dodge or Parry afterward is at -20%.
===Staff Fighting===
Req: STR 14, DEX 12, 75% Staff
#Trip - You can use your pole weapon to trip a single opponent, sending him to the ground. It is a contested roll versus your target’s Jump; if successful, your target falls, taking 1D3 damage and landing prone.
#Temple Strike - Taking a -30% to your roll to strike such a specific target, roll to hit; if your damage equals or exceeds half of your target’s SIZ, your target falls unconscious for a number of turns equal to the damage done.
#Dangerous Radius - You may spin your weapon in a wide arc, striking anyone within three yards. Roll to hit as normal, at -10% per each target in the area, including friendlies. If you succeed at this attack roll, deal damage to all of these targets.
===Thrown Blade and Dart===
Req: DEX 12, 50% Throw
#Distance - You know your arm, the heft of your projectile, and can spot distances more effectively. Double your thrown weapon ranges.
#Hidden Weapons - You always know exactly where your throwing weapons are located; after all, you put them there. You need never take an action to retrieve one from a concealed location on your body.
#Direct Hit Method - You can throw using the power of your entire body. You no longer halve your DB for thrown weapons. You cannot use this maneuver in conjunction with Five Blades in One.
#Five Blades in One - You can rapidly and accurately throw your projectiles, provided you can hold them all in one hand or rapidly draw them via Hidden Weapons. You may make one additional throw for every 2 points of DEX above 10, with each subsequent throw at a cumulative -10% penalty. If throwing five or more projectiles, instead resolve the attack as a burst-fire weapon.
===Two Weapons===
Req: DEX 12, 75% in a one-handed weapon skill
#Whirling Blades - Rather than one attack, one parry, when dual-wielding you may commit to one attack and two parries.
#Deflect and Thrust - You may strike defensively, taking a -20% to attack rolls to grant +20% to rolls to parry. Movement for the turn is halved.
#Focused Attack - You may make two attacks against one target, one with each weapon, when dual-wielding. The second attack is at -10%. You may commit to no parries this turn.
#Fluid Attack - You may make a single attack against two different targets in your turn. The targets cannot be a distance apart in excess of your movement; in employing this maneuver, you may cross distance, striking one target and ending your movement as you strike another. The second attack is at -10%. You may commit to no parries this turn.
Category:CoC Conversion Rules