Difference between revisions of "Advanced Combat"

From City of Hope MUSH
Jump to navigation Jump to search
(→‎Additional maneuvers: updated with missing word for 'has martial arts manuevers')
 
(2 intermediate revisions by one other user not shown)
Line 8: Line 8:
 
* House rule: Hard style and soft style are two separate abilities. You may learn both.
 
* House rule: Hard style and soft style are two separate abilities. You may learn both.
 
* House rule: Once Martial Arts reaches 5, you can buy additional maneuvers from that style for 3 XP each.
 
* House rule: Once Martial Arts reaches 5, you can buy additional maneuvers from that style for 3 XP each.
 +
* House rule: Cannot be used during frenzy (Kuei-jin: fire soul), Rotschreck (Kuei-jin: wave soul), or equivalent supernatural states.
  
 
==Simple maneuvers==
 
==Simple maneuvers==
Line 29: Line 30:
  
 
For each dot in Martial Arts after the first, you may pick one of these maneuvers.
 
For each dot in Martial Arts after the first, you may pick one of these maneuvers.
 +
* Staff should add "Has Martial Arts Maneuvers = 1" to your +sheet, then a new section will show up under Miscellaneous.
  
 
===Soft style===
 
===Soft style===
Line 198: Line 200:
 
For each dot in Do beyond the first, you may pick one of these maneuvers, or one from the Martial Arts list (soft style or hard style).
 
For each dot in Do beyond the first, you may pick one of these maneuvers, or one from the Martial Arts list (soft style or hard style).
 
* House rule: Once Do reaches 5, you can buy additional maneuvers for 3 XP each.
 
* House rule: Once Do reaches 5, you can buy additional maneuvers for 3 XP each.
 +
* New +sheet section for these maneuvers will show up automatically under Miscellaneous. Martial Arts maneuvers should be handled same as usual.
  
 
{| class="wikitable"
 
{| class="wikitable"

Latest revision as of 15:02, 10 November 2021

This is for more unusual combat maneuvers. For the basics, see the Combat page.

Martial Arts

  • Reference: KotE 83, 140-142; KotE Companion 119-121
  • Available to all races.
  • House rule: Martial Arts costs the same as a normal primary ability, but you must have Brawl at an equal/higher level first.
  • House rule: Hard style and soft style are two separate abilities. You may learn both.
  • House rule: Once Martial Arts reaches 5, you can buy additional maneuvers from that style for 3 XP each.
  • House rule: Cannot be used during frenzy (Kuei-jin: fire soul), Rotschreck (Kuei-jin: wave soul), or equivalent supernatural states.

Simple maneuvers

Name Summary Soft style Hard style
Strike Same as normal punch Can substitute Martial Arts (hard style) at -1 difficulty
Kick Same as normal kick Can substitute Martial Arts (hard style) at -1 difficulty
Grapple Same as normal hold or clinch/grapple Can substitute Martial Arts (soft style) at -1 difficulty
Throw After a hold or clinch/grapple, roll Dexterity + Martial Arts Can substitute Martial Arts (soft style) at -1 difficulty

Additional maneuvers

For each dot in Martial Arts after the first, you may pick one of these maneuvers.

  • Staff should add "Has Martial Arts Maneuvers = 1" to your +sheet, then a new section will show up under Miscellaneous.

Soft style

Name Description
Acrobatic Dodge May perform a number of dodge actions equal to your Acrobatics with no split-action penalties, but may not take any other extra/split actions that turn
Cataleptic Grapple During a clinch/grapple, roll Perception + Martial Arts (soft style) vs 7, each success does 1 level of damage (soakable)
Counter Throw Defensive action vs Brawl / Melee / Martial Arts
  • Roll Dexterity + Martial Arts (soft style)
  • If you get more successes, then you deflect the attack and can attempt a Throw (see above) as part of same action
Deflecting Block Defensive action vs Brawl / Melee / Martial Arts
  • Roll Dexterity + Martial Arts (soft style)
  • If you get more successes, then attacker must roll Dexterity vs 8 (fail = fall to ground and roll their Strength as bashing damage to themselves)
Joint Lock During a clinch/grapple, roll Dexterity + Martial Arts (soft style), each success does 1 level of damage (soakable)
Mantis Strike Dexterity + Martial Arts (soft style) vs 7
  • Kuei-jin target loses 1 chi (attacker chooses type), other vampires lose 1 blood, damage = attacker's Strength
  • Damage vs other targets = attacker's Strength + 1
Push Hands Perform a block at +1 difficulty, success = attacker is knocked to ground and roll their Strength as bashing damage to themselves
Reactive Strikes Requires extra or split actions, use one to block, success = use next to attack the attacker (can't be blocked or dodged), failure = lose next
Spinning Throw Perform a single throw at +1 difficulty per attacker beyond the first (up to difficulty 10, additional attackers negate 1 success each); this resists each attack individually
Withering Grasp Dexterity + Martial Arts (soft style), damage as usual
  • 3+ successes = target drops a weapon
  • 5+ successes = attacker grabs a weapon

Hard style

Name Attack Damage Notes
Blow to Pressure Point / Thunder Kick Dexterity + Martial Arts (hard style) vs 8 Strength + 3
Breaking Blow Pick another attack Add (attack successes / 2) dice on top of usual bonus
  • Example: A punch with 4 attack successes has a damage pool of Strength (base) +3 (usual bonus) +2 (Breaking Blow)
Requires full turn of concentration (i.e. Breaking Blow must be your only action that turn); roll half the damage pool (rounded down) as damage to the attacker (soakable); botch = attacker takes 1 level of lethal
Damaging Block Block roll
  • Substitute Martial Arts (hard style) for Block
  • 3+ successes = roll your Strength as damage to the blocked character
    • No bonus damage dice for extra successes
Dragon Tail Sweep Throw without requiring a hold or clinch/grapple first, difficulty 8 as above
Elbow Strike Dexterity + Martial Arts (hard style) vs 5 Strength + 1
Ground Fighting Pick another attack or defense Normal No penalty while crouching or prone (must still be able to reach target)
Jump Kick Dexterity + Martial Arts (hard style) vs 6 Strength + 3 -2 difficulty to defend against it
Killing Blows Pick another attack Lethal instead of bashing, otherwise normal
Ripping Strike Dexterity + Martial Arts (hard style) vs 5 Strength Success = target is -1 die on all rolls until end of next turn
  • 5+ health levels: May tear out ears / eyes / chunks of skin at ST discretion
Spinning Kick Dexterity + Martial Arts (hard style) vs 7 Strength + 2
  • "Pick another" is on a per-action basis, you don't have to pick a type of attack ahead of time when originally learning the maneuver

Common styles and techniques

Style Origin Technique Typical maneuvers
Aikido Japan Soft Counter Throw, Deflecting Block, Joint Lock, Spinning Throw, Withering Grasp
Chin Na China Soft Deflecting Block, Joint Lock, Mantis Strike, Reactive Strike, Withering Grasp
Hsing-I Chuan China Hard Blow to Pressure Point, Damaging Block, Elbow Strike, Killing Blows
Judo Japan Soft Cataleptic Grapple, Counter Throw, Joint Lock, Mantis Strike, Withering Grasp
Karate Japan Hard Breaking Blow, Damaging Block, Elbow Strike, Killing Blows, Spinning Kick
Pa Kua China Soft Counter Throw, Joint Lock, Mantis Strike, Reactive Strike, Withering Grasp
Pencak Silat Malaysia Hard Blow to Pressure Point, Damaging Block, Elbow Strike, Ground Fighting, Killing Blows
Savate France Hard Dragon Tail Sweep, Elbow Strike, Jump Kick, Killing Blows, Spinning Kick
Shaolin Kung Fu China Soft Acrobatic Dodge, Counter Throw, Deflecting Block, Joint Lock, Withering Grasp
Tae Kwon Do Korea Hard Breaking Blow, Dragon Tail Sweep, Jump Kick, Killing Blows, Spinning Kick
Tai Chi China Soft Counter Throw, Deflecting Block, Mantis Strike, Push Hands, Withering Grasp
Tiger Claw China Hard Breaking Blow, Damaging Block, Ripping Strike, Killing Blows, Spinning Kick
White Crane China Soft Acrobatic Dodge, Counter Throw, Deflecting Block, Mantis Strike, Spinning Throw

Shifter pack tactics

  • Reference: WtA 212-213
  • Each shifter pack may pick a number of these maneuvers equal to the lowest Gnosis score among pack members, even if that member isn't participating.
  • Includes some minor adjustments/clarifications.
Name Minimum number of PCs Description
Fur Gnarl 1 Claw attack (Dexterity + Brawl vs 7), every 2 damage successes (pre-soak) = -1 soak dice when same location is targeted (choose any tier of standard targeting maneuver) until flesh healed or armor repaired
Harrying 4 Pack (Lupus or Hispo or equivalent) surrounds target. Rearmost rolls Dexterity + Athletics vs 5, target resists with same roll.
  • Rearmost gets more successes: Target is chased toward a packmate of rearmost's choice and loses a Willpower.
  • Tie: Target is chased as desired, but does not lose Willpower.
  • Target gets more successes:
    • Rearmost and target roll again, but rearmost's difficulty is increased by target's extra successes.
    • Rearmost gets more successes: Target is chased as desired, but does not lose Willpower.
    • Otherwise, target escapes.
  • Target chooses to fight instead of run: Combat begins normally.
Savage 3 Body tackle or sweep attack, packmates (Lupus or Hispo or equivalent) bite whatever they can reach, target must succeed at Strength + Athletics vs (4 + number of attackers, max 10) to get up
Wishbone 2 Dexterity + Brawl vs (6 - number of grabs that already succeeded) to grab an extremity, then all successful grabbers roll Strength for damage (their choice of lethal or bashing); if any individual does 4+ levels of damage (after soak) then that extremity is broken/severed (ST discretion); can be done in Lupus or Hispo (or equivalent) if target is knocked down first

Do (Akashic Brotherhood)

  • Cannot exceed 2 in character generation, even after spending freebies.
  • Non-Akashics can only buy it with XP, must have compatible paradigm and a senior Brother's trust. (House rule: senior Brother may be Mentor background at equal/higher level.)
  • For rotes using Do as a focus, see Akashic Brotherhood Tradition book pages 66-68.

Eight Limbs of Drahma Sutra

Name Description Abilities
Dhyana Meditation Awareness, Enigmas, Meditation
Prajna Ethics and philosophy Academics (philosophy), Cosmology, Law (Akashic codes)
Karma Hard work Crafts (artistic or professional), Etiquette
Sunyakaya Stealth, illusion, espionage Performance, Stealth, Subterfuge
Dharmamukti Unarmed combat Alertness, Do, Dodge
Shastamarga Weapons Crafts (weapons), Melee, Strategy
Tricanmarga Internal alchemy, breath control, athletics, asceticism Acrobatics, Athletics, Body Control
Jivahasta Therapeudic and medical arts Academics (Tibetan or Chinese medical theory or herbalism), Medicine, Survival

Level N of Do requires dots in at least N of the other seven limbs, and at least 2*N dots in the individual abilities within those seven limbs. Use '+do/check me' to list your abilities by limb.

  • Example: You could qualify for Do 4 by having these abilities:
    • Karma - Crafts (clothes dyeing) 2
    • Shastamarga - Melee 3
    • Prajna - Academics (Buddhist philosophy) 1
    • Tricanmarga - Athletics 1
    • Jivahasta - Medicine 1

Basic uses

  • May substitute it for Brawl at -1 difficulty.
    • Attack: May choose to do lethal damage.
    • Defense: May block lethal, but not aggravated. Still can't block projectiles/bullets.
  • May substitute it for Martial Arts (soft style or hard style), but does not reduce difficulty.

Additional maneuvers

For each dot in Do beyond the first, you may pick one of these maneuvers, or one from the Martial Arts list (soft style or hard style).

  • House rule: Once Do reaches 5, you can buy additional maneuvers for 3 XP each.
  • New +sheet section for these maneuvers will show up automatically under Miscellaneous. Martial Arts maneuvers should be handled same as usual.
Name Description
Butterfly Palms Negates 1 lost die per split action used for unarmed attack/defense/movement
Weapon Art When using a familiar weapon (one type per dot in Melee):
  • -1 difficulty
  • May choose to do lethal
  • May use Butterfly Palms, Arrow Cutting (can't catch missiles), Broken Rhythm
  • If Do is less than Melee, you must substitute it for Melee when using this
Peaceful Way Choose one ability from the Eight Limbs:
  • -1 difficulty
  • If Do is less than that ability, you must substitute it when using this
  • Others can roll Perception + (Do or Awareness) vs 8 to detect the nature of this maneuver
Arrow Cutting Dexterity + Do vs 7 to block an incoming missile (no bullets or anything else faster than an arrow), vs 9 to catch them for use in a later action
Broken Rhythm Once a turn, if target's initiative is lower than yours, you can attack at +2 difficulty:
  • Target's defensive action is penalized by difference in initiative (max +3 difficulty)
  • If target has Time perception active, you must have Time 2+
Iron Shirt Add Do to soak pool vs bashing (can't soak an attack completely unless your normal Stamina could have done so)
Iron Hand Target is -1 soak die
  • You are +1 difficulty on Perception or Dexterity rolls involving fine motor coordination or tactile sensitivity
  • Can use Entropy 2 or Forces 2 to strike weak points (+1 level of damage per success)
Kiaijutsu Once a combat, roll Manipulation + Do vs (target's Willpower + 3), each success gives them +1 difficulty on all actions next turn
  • If successes exceed their Willpower, they're immobilized or flee next round (ST's choice)
  • Alternatively, roll Charisma + Do vs 8, each success gives +1 die to Performance / Leadership / Intimidation for the scene (can be detected same as Peaceful Way)
  • Mind 1 shield blocks this effect
Jou Chuan As defense vs unarmed or melee attack, roll Dexterity + Do vs 7 and beat attacker's successes to redirect the attack at the attacker or someone else, or grab the weapon for use in a later action
  • Damage = attacker's Strength + weapon bonus + your successes (beyond the minimum to beat attacker)
  • Example: If they use a sword (Strength + 2) and get 3 successes and you get 5 successes, the damage is (their Strength) + 2 + 1
Escape Arts Roll Dexterity + Do to escape physical bond
  • Amateur knots = auto-succeed
  • Standard handcuffs = 5
  • Captor binds all your limbs and sets you in a deliberately awkward situation = 7 or 8
  • Combine with Life 3 body alteration = auto-succeed most escapes, exception cases require at most 2 successes
Plum Flower Blossom Roll Dexterity + Do vs 6 to double jumping distance or bounce from object to object for (1 + successes/2) turns
  • Jump attacks take a split-action penalty and +1 difficulty but add +2 damage dice
  • Forces 2 and Correspondence 3 can extend range
Ten Thousand Weapons Use any object as a weapon
  • Damage = Do (bashing)
  • If it already did bashing, it converts to lethal
  • If it already did lethal, add +1 damage die
  • Entropy and Forces can boost the effect

Kailindo (Stargazers)

  • Restricted to Stargazer shifters.
  • Mentor background must be greater than or equal to the level of Kailindo being purchased. (Simplified version of mentoring requirements from Players Guide to Garou page 220.)
  • Kailindo 3+: May attempt shapeshift as a reflex (doesn't use up an action slot), but you still have to roll Stamina + Primal Urge as usual (or spend a Rage to auto-succeed).

Standard maneuvers

  • Homid does bashing
  • Claws do aggravated
  • Otherwise, you can choose to do bashing or lethal
Name Usable by Attack Damage Notes
Binding Wind Homid, Glabro, Crinos Dexterity + Kailindo vs 6 Kailindo (not aggravated) More successes than target's Dexterity = also establishes a hold
  • Escape requires resisted Strength rolls (both diff 8) or resisted Dexterity rolls (target = diff 8, Kailindorani = diff 6)
Deceptive Wind Homid, Glabro, Crinos Dexterity + Kailindo vs 5 Strength May attempt shapeshift as a reflex; target can dodge, but not block or parry
Falling Tempest any Dexterity + Kailindo vs 8 special More successes than target's Strength = establish chokehold
  • Target loses 1 health level per turn (unsoakable but heals after 1 hour of rest)
  • Escape requires resisted Strength rolls (both diff 6)
Forceful Wind Homid, Glabro, Crinos Dexterity + Kailindo vs 8 Strength + 1 Requires two actions (leap, kick); if damage exceeds target's Strength, they're knocked down
Little Cyclone Homid, Glabro, Crinos Dexterity + Kailindo vs 6 1 Leg sweep, target can dodge
Storm Dance any Manipulation + Kailindo vs 7 none Once per target per combat, must be your only action that turn
  • Target rests with Wits + Brawl
  • Your attacks against target are -1 difficulty for 1 turn per unresisted success
Tornado Kick Homid, Glabro, Crinos Dexterity + Kailindo vs 7 Strength + 2
Whirlwind any Dexterity + Kailindo vs 7 none Each success adds +1 die to your blocks that turn; may not do anything else that turn but block

Shapeshifting maneuvers

Name From To Attack Damage Notes
Changing Breeze Glabro, Crinos, Hispo something smaller Dexterity + Kailindo vs 7 none Defensive action, attack is +1 difficulty per success (max 10), spending Rage to shift adds an auto-success to your roll
Fading Breeze Homid, Glabro, Lupus something larger Dexterity + Kailindo vs 7 Strength Target is +1 difficulty to attack you that turn
Growing Tempest Homid, Glabro, Lupus something stronger Dexterity + Kailindo vs 7 Strength + 1 Requires spending a Rage, establishes a hold (escape requires resisted Strength rolls), can't do aggravated unless shifting to Hispo
The Hurricane Homid, Glabro, Hispo, Lupus Crinos Dexterity + Kailindo vs 7 Strength + successes Target is thrown (2 * successes + Strength) meters, damage may vary based on where they land (ST discretion)
Melting Wind Glabro, Crinos, Hispo something smaller Dexterity + Kailindo vs 6 none May attempt to escape a hold or Combat#Clinch_.2F_Grapple at +1 die per Melting Wind success
Moving Breeze Glabro, Crinos, Hispo something smaller special none May attempt to dodge at +1 die per success on the shapeshift roll (+5 if you spent Rage)
Striking the Wind Homid, Glabro, Hispo, Lupus something larger Dexterity + Kailindo vs 5 normal for counterattack Requires being hit and spending a Rage, soak at -2 difficulty and perform a counterattack
Subtle Draft Lupus something larger Dexterity + Kailindo vs 6 none Attacks against target next turn are -1 difficulty
Sudden Flurry Homid, Glabro, Lupus something larger Dexterity + Kailindo vs 6 special Requires being held, target is thrown to ground (successes + Strength) feet
  • Attack and damage pools come from the form you're shifting to.

Klaive Dueling

  • Reference: Players Guide to Garou 181, 215-220
  • House rule: Klaive Dueling is a secondary skill. You must have Melee at an equal/higher level first.
  • If you don't have this skill, you can still fight with a klaive and use maneuvers that do not "require specific klaive dueling skill".
  • "Klaivaskar" is another name for this skill.

Maneuvers that do not "require specific klaive dueling skill":

Maneuver Roll Effect
Feint Dexterity + Melee vs 7, target resists with Perception + Melee Win: Add your excess successes to one of your next two actions
Lose: Subtract target's excess successes from your next action
Probe Dexterity + Melee vs 5 Does damage (-2 dice)
Parry Dexterity + Melee vs 6 If you don't follow up with a riposte this turn, then you're +2 init next turn
Riposte Dexterity + Melee vs 4 Does damage (normal), must be your next action after a successful parry, target may attempt to parry your riposte

Maneuvers that "require specific klaive dueling skill":

  • House rule: For each dot in Klaive Dueling, you may pick one of these maneuvers. Once it reaches 5, you can buy additional maneuvers for 3 XP each.
Maneuver Roll Effect
Bind Dexterity + Melee vs (target's Dexterity + Melee) Each success after the first negates one of the target's klaive actions that turn (they still lose Rage spent for extra actions)
If you move your klaive then the negation stops
You may attempt Disarm or Prise d'Argent on your next action at -2 diff
Blind Dexterity + Melee vs 8 Does damage (-1 dice), target's attack/parry/dodge rolls are +1 diff for rest of combat (blood over their eyes)
Disarm Strength + Melee, target resists with Strength + Melee Win: Target's klaive lands one yard away per excess success
Botch: Your klaive lands one yard away per target's excess success
Fleche Dexterity + Athletics vs 7 Does damage (+4 dice), cannot take any more actions that turn or next two turns
Prise d'Argent Dexterity + Melee vs 4 Does damage (normal), must be your next action after a successful bind or riposte
Silver Shield Dexterity + Melee vs 7 Add successes to any parry later this turn
Swinging Slash Dexterity + Melee vs 7 Does damage (+3 dice), further actions this turn or next turn are +2 diff
Stop Hit Dexterity + Melee vs 7 Does damage (+2 dice), must have higher init than your attacker
They can't parry or dodge the Stop Hit
If the Stop Hit doesn't incap or knock them down then you can't parry or dodge their attack

Iskakku (Children of Gaia et al)

  • Reference: Children of Gaia 81-83
  • Available to shifters and kinfolk of any tribe.
  • May be substituted for Melee in a normal attack or block maneuver. Higher levels give access to all maneuvers up to and including that level.
  • Children of Gaia with staves of Melee as a specialty may use these maneuvers as if they had Iskakku = Melee - 2.
Maneuver Minimum Iskakku Roll Effect
Mahasu Qatu (Hand Smite) 2 Dexterity + Iskakku vs 8 Variation of parrying, beat attacker's successes = also dislocate their wrist (they can't use that hand until it heals, which takes same amount of time as 1 bashing)
Tammabukku Istu Kur (Dragon Emerges from Mountain) 2 Dexterity + Iskakku Does damage (+2 dice due to aiming at face, no other targeting bonuses/penalties), can't do it on two consecutive actions
Tabalu Kur (Take Away the Land) 2 Dexterity + Iskakku vs 8, target resists with Dexterity + Athletics vs 7 Win: target falls down
Isten Kima Ummanate (One as an Army) 3 Dexterity + Iskakku Does damage twice in one action, each with half your attack pool (round first one up / second one down) and -1 damage die, may apply to different targets
Sepu Istu An (Foot from Heaven) 4 Dexterity + Brawl vs 7 Requires two actions and some room for a running start
First action: Strength + Athletics vs 5, jump up to 8 feet per success
Second action: Does damage (Str+3, otherwise counts as normal kick)
Sepsu Sepu (Powerful Foot) 4 Dexterity + Iskakku Does damage three times in one action, each with one-third your attack pool, similar to Isten Kima Ummanate
Adannu Lukur Daku (Appointed Time of the Enemy's Demise) 5 Dexterity + Iskakku vs 8 Requires two actions
First action: Dexterity + Melee vs 7 (variation of parrying)
Second action: Roll damage (no soak roll), but instead of affecting health levels, if it exceeds target's Stamina then they're knocked unconscious for three turns

The Warrior's Halo (Scathach)

  • Book of Lost Houses 108-111
  • Each feat costs (level) freebies or (2*level) XP

Unarmed feats

  • Prerequisite: Brawl at equal or higher level
Feat Level Roll Damage Spend Glamour? Duration Notes
Whirl of the Chariot Chief 1 Dexterity + Brawl vs 7 (8 for sidhe vs. troll or childling vs. wilder or grump) Strength No 1 turn throw target 5 feet per success
target resists with Dexterity + Athletics, equal/greater successes = +1 diff to all actions, fewer = lose remaining actions (if already acted, +2 diff to all actions next turn)
The Hero's Salmon Leap 2 n/a n/a Yes 1 turn auto-succeed at jumping maximum distance vertically or horizontally, provided you're not carrying more than Strength maximum
+1 success on Hopscotch (Wayfare 1), may break one leap into multiple short leaps (Dexterity + Athletics vs 7, one per success, total distance can't exceed normal maximum)
Running Up the Lance 3 Dexterity + Dodge Strength + weapon Yes 1 turn dodge and jump on weapon (regardless of size), +2 dice to counterattack this turn
target rolls Strength + Melee, fewer successes = lose weapon
Hero's Twisting Around the Spear 4 Dexterity + Dodge vs (6 + 1 per extra opponent) n/a Yes 1 turn no other actions, increase running speed by 100% per success (50% if only one success), normalspace caps at double normal speed unless you call upon the Wyrd
The Shaman's Fire Walking Feat 4 Stamina + Survival vs 7 n/a Yes (+1 vs dragonfire/napalm/etc.) 1 turn per success reduce fire damage by 1 point
Breaking the King's Crown 5 Willpower vs 7 n/a Yes 1 turn successes negate opponent's successes on mind control such as Sovereign

Armed feats

  • Prerequisite: Melee at equal or higher level
Feat Level Roll Damage Spend Glamour? Duration Notes
Throw the Staff 1 Dexterity + Melee vs (weapon difficulty + 1) weapon No 1 turn target resists with Dexterity + Athletics, equal/greater successes = +1 diff to all actions, fewer = lose remaining actions (if already acted, +2 diff to all actions next turn)
cast Ensnare (Legerdemain 2) on the weapon to affect one opponent per cantrip success
The Shield Rim Feat 2 Dexterity + Melee vs weapon difficulty weapon No 1 turn after successful shield parry, split actions to attack with weapon and riposte with shield, both +1 Melee from House boon
The Musket Duel Feat 3 Dexterity + Stealth vs variable n/a Yes 1 turn after firearm(s) fired nearby (cannon/flamethrower = diff 4, old flintlock = 6, modern weapons = 8-9, numerous weapons = lower diff)
opponent loses 1 die per success if their action requires seeing you, may split this up across multiple opponents
The Thunder Feat 4 Dexterity + Melee vs (weapon difficulty - 1) weapon Yes 1 turn throw small blunt weapon (e.g. club, rock, sling stone) to hit all targets within (5 * successes) feet
stacks with Holly Strike (Primal 4), but latter is still limited by realm used
The Scythe Chariot Feat 5 Dexterity + Melee vs weapon weapon Yes 1 turn use a weapon in each hand without split-action or off-hand penalties
can stack with Quicksilver (Wayfare 2), but this also multiplies the Glamour cost

Kith feats

  • May buy own kith's feat for 1 freebie or 2 XP less
  • May buy other kith's feat for 1 freebie or 2 XP more
Feat Level Kith Roll Damage Notes
The Jaw Feat 1 Redcap Strength + Brawl Strength + 2 Yes 1 turn per success +1 Intimidation, no limb severing or eating non-edible stuff
The Long-Arm Feat 2 n/a Dexterity + Athletics vs 7 n/a Yes 1 turn per success +1 initiative die or +1 die to wrestle or escape, can't do in front of unenchanted mortals
The Charioteer Goad Feat 3 n/a Manipulation + Intimidation vs 7 weapon (replace Strength with Manipulation) Yes 1 turn per success -1 die to all actions, normalspace weapons require calling upon the Wyrd
The Disrespectful Left Side of the Chariot Feat 3 Pooka Manipulation + Persuasion vs (target's Willpower + 4, maximum 10) n/a Yes 1 turn one opponent is -1 Perception per success (can't go below 2), next attempt against same opponent is 1 success less effective
The Tongue of the Satirist Feat 3 Eshu (Manipulation or Charisma) + (Leadership or Persuasion) vs 8 n/a Yes 30 minutes per success -1 diff Persuasion and Leadership
The Apple Feat 4 Boggan Dexterity + Athletics vs 7 n/a Yes 1 turn per success one extra non-combat action simultaneous with an attack
does not stack with Quicksilver (Wayfare 2)
The Respectful Right Side of the Chariot Feat 5 Troll Manipulation + Empathy n/a Yes scene opponent resists with Willpower, fewer successes = non-hostile, next use is -1 die, follow up with hostility yourself = 1 permanent Banality and temporary -2 Strength (can't go below 1)