Grabs


Grabs are maneuvers in which the fighter obtains a hold on his opponent and then uses that hold to injure or inconvenience him in some way. Grabs range from brute-force bearhugs to sophisticated joint-locks that can be performed with only one hand.
With some grabs, the fighter gets a hold on his opponent, does something to hurt him, and then releases him. Other grabs, known as Sustained Holds, can be maintained for a period of time.
One important advantage to Grab maneuvers is that they cannot be blocked - Blocks do not decrease the damage from them.



BACKBREAKER
Prerequisites: Brawl 3
Power Points: 2
System: The opponent suffers a Knockdown in addition to damage.
If the fighter smashes the victim onto his knee rather than the ground, the damage is Kill damage; this form of the maneuver can cause serious spinal injuries.
Cost: None
Initiative: -2
Accuracy: -1
Damage +2
Move: One


BEAR HUG
Prerequisites: Brawl 2
Power Points: 2
System: The Bear Hug is a Sustained Hold.
Cost: None
Initiative: -1
Accuracy: -1
Damage +1
Move: One


CHOKE HOLD
Prerequisites: Brawl 3
Power Points: 4
System:
Cost: None
Initiative: -1
Accuracy: +0
Damage See above
Move: One


DISENGAGE
Prerequisites: Brawl 2, Athletics 2
Power Points: 3
System:
Cost: None
Initiative: +1
Accuracy: +0
Damage None
Move: -2


DISLOCATE LIMB
Prerequisites: Brawl 4, Athletics 1
Power Points: 3
System:
Cost: None
Initiative: -1
Accuracy: +0
Damage +1
Move: +1


FIGHTING HOLD
Prerequisites: Brawl 3
Power Points: 4
System:
Cost: None
Initiative: -1
Accuracy: -1
Damage +2
Move: None


GRAPPLING DEFENSE
Prerequisites: Brawl 2
Power Points: 2
System:
Cost: None
Initiative: +4
Accuracy: None
Damage None
Move: None


IMPROVED PIN
Prerequisites: Brawl 3, Athletics 2, Pin
Power Points: 4
System:
Cost: 1 Willpower on the first turn only
Initiative: +0
Accuracy: +0
Damage +2(first turn)/+1 (subsequent turns)
Move: +1 (first turn)/One (subsequent turns)


JOINT BREAK
Prerequisites: Brawl 5, Joint Lock
Power Points: 4
System: If the victim takes any damage from this maneuver, his limb is broken, useless until it heals (either naturally or through magick or regeneration).
This maneuver does Kill damageg only (though, at thhe Storyteller's option, the victim may pass out from the pain).
Cost: 1 Willpower
Initiative: +0
Accuracy: +1
Damage +2
Move: +0


JOINT LOCK
Prerequisites: Brawl 4
Power Points: 4
System:
Cost: None
Initiative: +1
Accuracy: +1
Damage +1 (first turn)/+0 (subsequent turns)
Move: +0 (first turn)/One (subsequent turns)


KNEE BASHER
Prerequisites: Brawl 4
Power Points: 3
System:
Cost: None
Initiative: -1
Accuracy: -1
Damage +2
Move: One


NECKBREAKER
Prerequisites: Brawl 5, Joint Break
Power Points: 5
System:
Cost: 2 Willpower
Initiative: +0
Accuracy: +0
Damage +3
Move: None


PIN
Prerequisites: Brawl 2
Power Points: 3
System:
Cost: 1 Willpower
Initiative: -1
Accuracy: +0
Damage +2 (first turn)/ +1 (subsequent turns)
Move: +1 (first turn)/None (subsequent turns)