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Fighting Style: Qinna

(Controls; • to •••••)

Prerequisites: Dexterity ••• and 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.