Though vampires have their intrigues, werewolves have their wars, mages have their realities, wraiths have their passions and changelings seek to return to their homeland, there are supernatural powers at work in the world that concern all of these beings. Indeed, there are people and forces in the world of Darkness that endanger all those who exist. Learn the secrets, alliances, enemies and plans of these shadowy beings in a series of world of Darkness books that can be integrated into all of the storyteller games.Martial-arts secrets available to all denizens of the night.
A creative masterpiece. I would advise anyone looking to add maneuvers to your White Wolf choice of game . Just go into this book with the idea you’re not going to use it exactly how it’s presented. The golden rule here applies heavily. Use the parts you love and discard the things that feel clunky and unnecessary. Fantastic book for players who love more fighting actions and spicing up your current combat system.
Combat supplement for White Wolf's World of Darkness games (Vampire, Mage, etc.). This has a lot of fighting moves and styles to spice up your combat. Nothing earth-shattering, but still fun to play around with.
For players of World of Darkness 1.0, who want a bit more crunch. Feels like some of the ideas in this system wormed their way into later versions of the core WOD1.0 books.
Basically it's a combat system using cards. However it will make you think of characters in terms of trained combat characters, which isn't always appropriate. But some of the moves in Do, for example, I reflected even in the latest version of Mage (20th Anniversary)
Basic Concept: Everything you ever wanted to know about how to be as deadly as possible in White Wolf.
Normally White Wolf is very free form with their rules and flexible to allow players and STs freedom to create stories. This book is more crunchy, with more rules to help combat flow and, yes, be way more deadly.