Biting

You can grapple with your bite. Make a grab with your mouth. If you hit, you cause bite damage as well as grappling your opponent. However, as with any bite, if your opponent parries and succeeds his usual weapon check after parrying an unarmed attack, he hits your head.

Every turn after you bite, you can cause extra damage by crocodile rolling, twisting, or shaking your victim like a terrier with a rat. See the Grappling and Close Combat house rules.

Your victim can break free by ripping your mouth off using the normal rules, but this causes your normal bite damage when doing so! If the victim can pry your jaws open, he can escape without taking extra damage, but this is difficult - you get a +4 on your roll to prevent his escape. Extra Jaw ST does apply here! The GM may require a Will check to rip off a bite unless the victim failed a fright check regarding the biter.

The Striker advantage can be applied to bite attacks, to reflect tooth structures that cause more damage than normal. Simply take the Cannot Parry limitation (-40%) and define it as a bite +0%.

Bites that cause crushing damage do not necessarily mean they only crush the victim! They can reflect jaws with sharp conical teeth designed for puncturing, gripping and holding rather than ripping and slashing. These teeth are common in the animal kingdom among creatures that prey on slippery wiggly food like bugs, worms, and fish, or among animals with powerful crushing jaws that would snap flimsier teeth. Crushing damage should be applied to any bite that has high penetration without causing all-that-nasty wounds, such as the bites of bone crushing scavengers, shell crushing snail or turtle eaters, and the like. While conceptually, these bites seem to be piercing (they poke holes in you), animal bites of these kinds cannot target the eyes or vitals, do cause extra damage to the throat, and cause extra blunt trauma from the sheer crushing power of the jaws, making crushing damage a better fit for the game mechanics.

Some appropriate bite types for different animals are listed below:

Animal mouths (including human mouths) have lots of bacteria. Many of these can become nasty if introduced into a wound. When any bite causes damage, roll to see if you aquire an infection. Use the base HT+3 roll for most bites. If the animal is primarily a meat eater or scavenger (and does not regularly brush its teeth), treat it as if infected matter (carnivore spit) is introduced into the wound, giving a HT+1 roll to resist. Some predatory animals may have tooth or mouth structures that cultivate truely nasty bacteria. Treat bites from these animals as if infected material (carnivore spit) has introduced a special infection into the wound, for a net HT-2 roll to avoid infection. The only animal known to use this technique in the modern world is the Komodo dragon, but some meat eating dinosaurs had the same meat-fiber trapping structures in their tooth serations and probably had the same infectious bite. Science fiction or fantasy animals (particularly the more loathsome of the dragons) may employ the same trick.

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