Close Combat Maneuvers
Unless possessed of a muzzle/snout, you must first successfully perform a Clinch, Hold, or Tackle manuver before using Bite.
Prerequisite:Vampire, KoTE, Shifter in Non-homid, non-glabro forms, animals.
Difficulty: Normal, unless noted otherwise. Most shifters and animals bite at -1 diff.
Damage: Strength+1, aggravated from vampires/shifters.
This is just like Gouge with a few exceptions. Anybody with a humanity rating of 3 or better, or anything that abhors such fiendish cruelty is setting themselves up for willing corruption of the spirit. Those with humanity 3+ must immediately make a conscience roll, diff 6, every time they perform this maneuver on another thinking creature or helpless creature, to check for degeneration as the chainsaw performs catastrophic, savage, and generally needless grotesqueries to the victim.
This maneuver allows no hit-roll. Pool only applies to see if you have enough dice left after injuries and such to do this.
Damage: Strength+1, frequently aggravated from Gangrel and shifters.
Clinch is a grapple intended to crush the target. Like a bearhug. Each round both participants may roll their straight strength as bashing damage (Potence applies), or attempt to break the clinch with an opposed roll.
Striking at the opponent's weapon in an attempt to knock it out of their grasp.
Damage: If you hit their weapon, roll damage as normal. If successes exceed your opponents strength, they take no damage, but you knock their weapon out of their hands.
This may be attempted without a weapon, by rolling dex + brawl vs 8, and the character must subtract a dice from their pool as though moving within the range of an opponent with a longer weapon
The round after a successful Impale that the victim does not get out of, you rip the weapon upward. There is no need for an attack roll to see if you hit to perform a gouge. All attack successes go to damage as you avoid getting hung up on too solid of bones.
Damage: As per weapon
An immobilizing Grapple. If successful, the target may take no physical actions until they beat the grappler in a resisted roll on their turn.
This is an action where you not only stick your opponent with your weapon, but you stab it directly into and through them. If the attack succeeds, victim must roll Dexterity vs 6. If they get no successes, they are stuck on the blade for a round, and vulnerable to the 'Gouge' maneuver, or in the case of a chainsaw, the Chainsaw Gouge manuver.
Prerequisite: Must be using a sword, spear, similar weapon, or chainsaw.
Diff: Normal (3 successes *minimum* or attack is ineffective)
Jabbing your pistol into their body and pulling the trigger. A brutal, horrific and gory attack not for the faint of heart. Only a -pistol- may be used for this maneuver as it is a loose perversion of knife-fighting. This technique -may- be used to perform a Disarm manuver by a skilled combatant.
Damage: Weapon Damage+2, or, if using rubber bullets, the damage becomes Lethal.
Kicking, ranging from Military sidekicks and back kicks, to western 'shit-kicking'.
Your standard punch. If the ST really feels like it, they may adjust diff and damage based upon type of punch, but unless the person is a pro boxer, I don't see much reason for that.
Using your own legs to knock your opponent's legs out from under them. May also be performed with staves, chains, or similar implements. If hit by this attack, target must roll Dexterity+Athletics vs 8 or suffer Knockdown.
Damage: Strength or by Weapon
Think American football. You rush the person and slam into them with your own body, attempting to bear them to the ground. If this attack hits, both combatants must roll Dexterity+Athletics vs 7 or suffer Knockdown. Even if the target succeeds on the Athletics roll, he is knocked off balance and is at +1 diff on all actions in his next turn.
You use your weapon on them.
Damage: As per Weapon