Close Combat Maneuvers
The following is merely a list of the most commonly used close-combat maneuvers. Feel free to develop other more specialized maneuvers for your character (subject to your Storyteller's approval). Most Brawl attacks do bashing damage, while most weapon attacks do lethal damage. Look for the type of damage after each maneuver, and see the Melee Weapons chart for further information. Magic, circumstance or simply dramatic effect can modify the difficulty and damage level of all maneuvers listed here. Remember that even in combat, a good, exciting story should always take precedence over rules.
On a successful attack roll,
the attacker grabs the target and begins to squeeze. On the
first turn the attacker rolls Strength dice in damage. On each
succeeding turn, both attackers act at their normal initiative.
Each combatant can either inflict damage automatically (roll
soak normally) or attempt to break the clinch. No other actions
are possible until one combatant breaks free. To escape a clinch,
make a resisted Strength + Brawl roll. If the escaping character
succeeds she breaks free, otherwise the clinch continues for
the next turn.
|Strength + Brawl||Normal||Normal||Strength (Bashing)|
It is difficult to attack with a short weapon like a knife or a punch when facing someone with a sword or baseball bat. A character facing an attacker with a longer weapon must close in one yard and then strike. Closing causes the character to lose one die from the attack roll.
When striking an opponent's
weapon, the attacker must make an attack roll at a difficulty
penalty of one (typically 7). If successful, the attacker rolls
damage normally. If the successes rolled exceed the opponent's
Strength (with no soak roll), the opponent takes no damage,
but is disarmed. A botch usually results in the attacker dropping
her weapon instead, or taking normal damage if attempting a
disarm while bare-handed.
|Dexterity + Melee/Brawl||+1||Normal||Special|
Intended to immobilize a
target, this attack inflicts no damage. On a successful roll,
the attacker holds the target until the subject's next action.
Then, both combatants make a resisted Strength + Brawl roll.
The subject remains immobilized and unable to take any physical
action until the player rolls more successes than the attacker.
|Strength + Brawl||+1||Normal||None|
On a successful roll, the character jabs a pistol directly against the opponent's body and pulls the trigger.
When used at this range, the damage is considerably higher; add two dice of damage to all such attacks. (If using rubber
bullets, the damage is not increased, but it becomes lethal.) This maneuver is not for the faint of heart, and it often
results in the character being covered in gore. Also, a skilled opponent can disarm someone using this attack. Since the gun
is being used as a hand-to-hand weapon, the Melee Sk ill is used. Only pistols can be used for this maneuver.
|Dexterity + Melee||Normal||Normal||By weapon type + 2 (Lethal)|
Kicking covers everything from a simple front kick to a leaping side kick. The base attack roll incurs a difficulty
penalty of one, and the base damage equals the attacker's Strength plus one die. Both ratings may be modified at the
Storyteller's discretion, depending on their difficulty or potential damage. Steel-toed boots and similar foot gear usually
raise kick damage by one or two.
|Dexterity + Brawl||+1||Normal||Strength +1 (Bashing)|
Characters fighting multiple opponents in close combat suffer cumulative attack and defense penalties of one per additional opponent (to a maximum of four). A character who battles three opponents at once suffers a difficulty penalty of two to all attack and defense rolls.
The attacker lashes out with a fist. The base damage is the attacker's Strength. At the Storyteller's discretion,
more complex or difficult punches may do more damage.
|Dexterity + Brawl||Normal||Normal||Strength (Bashing)|
The character uses her own legs to trip an opponent. The target takes Strength damage, and the player must roll
Dexterity + Athletics (difficulty 8) or suffer a knockdown (see "Maneuver Complications,"). The attacker can use a
staff, chain or similar weapon to perform a sweep. The effect is the same, but the target takes damage based on the weapon
|Dexterity + Brawl/Melee||+1||Normal||Str/per weapon type, knockdown.|
The character rushes her opponent, tackling him to the ground. This attack roll for a tackle incurs a difficulty
penalty of one, and it inflicts Strength +1 damage. Both combatants must roll Dexterity + Athletics (difficulty 7) or suffer
a knockdown. If the target (but not the attacker) is not knocked down, he is unbalanced and suffers a difficulty penalty of
one to all actions for the next full turn
|Strength + Brawl||+2||Normal||Strength +1 (Bashing)|
A stab, slash or overhead swing, depending on the weapon used.
|Dexterity + Melee||Normal||Normal||Strength + Weapon|
Similar to a dodge, evading
an opponent involving leaping, twirling and generally staying
one step ahead of him.This maneuver inflicts no damage, but
each success scored subtracts one success from an opponent's
attack roll. If the evading character's player scores more success
than the attacker, not only does the attack miss, but the evading
character has moved in to a good position to counter-attack.
The evading character receives a -1 difficulty bonus to attack
on his next next turn, assuming he acts first.
Unlike a dodge a character cannot abort to an evasive action. It must be her declared action.
|Wits + Dodge||Normal||Normal||None|
With this vicious attack, the character sinks his fangs/teeth into his target's lower leg and rips apart the
tendons. If successful, the attack will hamper quadrupedal foes severly and cripple bipedal ones (halve both movement
rates). This attack is also possible to perform with claws, although doing so feels less natural (+1 difficulty).
Damage caused by this attack is aggravated.
Usable By: Anyone with claws or fangs/teeth.
|Dexterity + Brawl||+2||Normal||Strength + Cripple|
A fighting maneuver for somewhat more graceful and lithe characters with claws, the leaping rake involves
jumping past an opponent and slashing him on the way by. If successful, the maneuver lands the character out of range of his
First you must make a Dexterity + Athletics roll to jump the distance needed to cover. If he fails he either lands short
or next to the character but this is left up to the Storyteller. But he may still use his extra action but it will be at a
+1 difficulty. If he succeeds, he must then roll the characters Dexterity + Brawl for the claw attack. If the claw attack
fails, the character still lands where she planned.
This attack cause aggravated wounds. It can also be attempted using a punch (doing bashing damage) or with a weapon (doing damage according to the weapon, and making the roll Dexterity + Melee).
|Dexterity + Brawl/Melee||+2||Normal||Strength + 1/Weapon type|
The character cavors about her opponent growling, snarling and hurling insults. This tactic may alarm, or distract
the target to the point that she hesitates, giving your character an edge. For every two success the player rolls on a
Manipulation + Intimidation (when using against your own kind such as garou vs garou us Expression), the opponent loses
one die from his next action.
This maneuver may be used by a group. If so the effects are cumulative, which means that an opponent's dice pool can be
reduced to nothing. If so, he can take no action except dodging.
A garou or vampire may frenzy when having a group use this on him, -1 Difficulty.
|Manipulation + Expression/Intimidation||Opponent's Wits +4||Normal||None|