Fighting Style: Police Tactics
(• to •••)
Effect: Your character has picked up some of the mixed bag of subdue and compliance tricks that cops learn in the academy and on the street. If he doesn’t have law enforcement experience himself, he’s most likely learned these maneuvers from someone who has.
Dots purchased in this Merit allow access to special combat maneuvers. Each maneuver is a prerequisite for the next. So, your character can’t have Weapon Retention until he has Compliance Hold. The maneuvers and their effects are listed below.
Compliance Hold (•): When trying to overpower an opponent you have grappled (see the World of Darkness Rulebook, pp. 157–159), you gain a +2 bonus to your Strength + Brawl roll if you attempt to immobilize or Disarm him. You must choose your maneuver before making your roll, rather than after it, to gain this bonus.
Weapon Retention (••): An opponent who has grappled you must score successes equal to your Weaponry score on his Strength + Brawl roll to choose a “Disarm” or “turn a drawn weapon” maneuver against you.
Speed Cuff (•••): If you have a pair of Handcuffs or equivalent restraints drawn while grappling, you may choose “cuff” as an overpowering maneuver. With success, you get the cuffs on one of your opponent’s wrists. With exceptional success, you cuff both wrists.
Dots purchased in this Merit allow access to special combat maneuvers. Each maneuver is a prerequisite for the next. So, your character can’t have Weapon Retention until he has Compliance Hold. The maneuvers and their effects are listed below.
Compliance Hold (•): When trying to overpower an opponent you have grappled (see the World of Darkness Rulebook, pp. 157–159), you gain a +2 bonus to your Strength + Brawl roll if you attempt to immobilize or Disarm him. You must choose your maneuver before making your roll, rather than after it, to gain this bonus.
Weapon Retention (••): An opponent who has grappled you must score successes equal to your Weaponry score on his Strength + Brawl roll to choose a “Disarm” or “turn a drawn weapon” maneuver against you.
Speed Cuff (•••): If you have a pair of Handcuffs or equivalent restraints drawn while grappling, you may choose “cuff” as an overpowering maneuver. With success, you get the cuffs on one of your opponent’s wrists. With exceptional success, you cuff both wrists.
Prerequisites: Strength ••, Dexterity ••, Stamina ••, Brawl •• and Weaponry •