CM:Shifter Specific Maneuvers

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Contents

General Shifter Combat

Damage

Outside of Combat: Shifters regenerate 1 bashing or one lethal every turn. In their breed forms (For Lupus and Homid) they regnerate roughly a health level a day if they are in critical condition. If they are conscious and moving around they will heal as humans do. Metis have full regeneration in -all- forms. No Garou, regardless of breed, can regenerate aggravated damage. It is healed at one health level per day, during which the garou must rest in a form other than his natural one (if homid or Lupus)
To Regenerate damage in a stressful situation (ie: Combat) the player must roll the Shifters Stamina vs 8 each turn. The roll is reflexive. Success means the garou heals as normal. A botch means he cannot regenerate until he has a chance to rest.
Aggravated damage can be soaked in any form except the breed forms of Homid or Lupus. Metis can soak it any any form. Silver is of course an exception.

Silver and Gold

Some Shifters are not affected by Silver, but instead by Gold. This will be up to your Lores to discover which is which.

Silver causes one aggravated damage per turn unless the shifter is in their breed form as Homid or Lupus. In such a breed form, silver causes no damage - excepting the normal damage a weapon of silver inflicts. A successful attack on ag arou in any other form will always cause at least one level of damage, no matter the soak. Garou cannot normally soak damage from silver weapons except in their breed form. Metis cannot soak silver at all.

Rage Actions

As per page 205 or the Werewolf Core Book:

Rage may not be spent in the same turn that Gnosis is used or the Gnosis Stat is Rolled. Certain gifts bypass this, and certain gifts require both Gnosis and Rage to be spent, which they can be for the purposes of that gift.

  • Extra Actions: The maximum amount of Rage that a character may use for Extra Actions in one turn is equal to half the garou's Permanent Rage Score. Fore example, if a werwolf has a permanent Rage score of Six (6), her player may use three of those rage points for extra actions. The other three points can be used in any of the other ways listed here, but not for extra Actions.
  • Timing: A player may spend Rage for extra actions during only the decision stage of combat. All other uses of Rage, however, can occur at any time during a turn.
  • Limits: A character may take a number of actions equal only to her Dexterity or Wits, whichever is lower. If a character tries to take more actions than either of those ratings, any actions she takes that turn have a +3 difficulty penalty. This penalty arises because she has tried to move to fast for either her body (Dexterity) or her mind (Wits) and she has become muddled and uncoordinated. If the character is in frenzy, Rage actions are limited only by her Dexterity.

Uses for Rage

  • Extra Actions: For Every point of Rage the player spends, the character can take ONE ADDITIONAL ACTION - this does not mean you can make additional split actions, but may only make one additional attack (or specific action)
  • Changing Forms: At any time during a turn a player may spend a point of Rage for her character to instantly shift to any form she wishes.
  • Ignore Stun: Any character that takes more damage in one turn than her Stamina rating is stunned, and she loses all additional actions and her next turn. By spending a Rage point, the player ignores the stun and her character may act normally.
  • Ignore Pain: Ignoring pain works on much the same principle as ignoring a stun. The player may spend one Rage point and allow her character to ignore the dice penalty of one health level of damage. It does not heal the damage, nor does it alleviate the pain of any other injuries. In effect, if you are Wounded (-5) you can spend a rage to only be Hurt (-2).

Rage Heal

If a shifter with Rage reaches incapacitated, they may roll the character's permanent Rage vs 8. For each success the character heals one health level. No matter how many health levels are healed, the character begins the next turn in berserk frenzy. This can be attempted only once per scene. Such an extreme measure will cause a lasting injury in the form of a Battle Scar.

Frenzy

Any Rage roll can ignite a frenzy, even those to activate gifts. If the player rolls 4 or more success on a Rage roll, her character frenzies. The player may spend a Willpower point right then to halt ht frenzy, but her character loses any further actions that turn.

For those characters with Rage less than four, if they happen to gain Temporary Rage higher than their permanent rating (which is possible) they use this higher rating for Frenzy Rolls.

In any type of frenzy, special maneuvers and pack tactics are impossible. The extent of the werwolf's attack capability is bite, claw, run. The character may spend Rage for extra actions (up to their Dex score and Half their perm Rage) but may not split pools. Using gifts in frenzy is normally impossible, as is stepping sideways. A werewolf does not suffer from pain in Frenzy, so he ignores all wound penalties.

Coming out of frenzy requires that the situation that triggered it be over. When the Trigger event is over, the player may roll Willpower vs her Permanent Rage to escape frenzy. If this roll fails, she may try again the next turn.

Berserk Frenzy

Garou see only red and moving shapes. They wish only to reduce these shapes to mangled carcuses. A beserk garou shifts immediately to Crinos (if Homid) or Hispo (If lupus) and attacks. A garou with Permanent Gnosis equal to or exceeding her Permanent Rage will not attack her pack mates (unless in Thrall of the Wyrm). Anything else that moves however, including allied garou who are not members of the pack, are fair game.

If her Permanent Rage exceeds her Permanent Gnosis, she attacks anything that moves and makes no distinction between targets unless her player spends a Willpower point. If she does, the ST directs her on which to attack. In addition, such garou do not remember what happens to them during frenzy. Often, they collapse when the frenzy ends.

Fox Frenzy

Entering a Fox frenzy means that the character flees in terror for her life. She shifts to Lupus and runs, attacking anything that gets in her way (though with the intention of getting through it rather than killing it). Once she reaches a safe place, she will hide there until the frenzy passes.

Thrall of the Wyrm

If a Garou descends to far into frenzy it becomes the Thrall of the Wyrm. Scoring Six or more success on a Frenzy roll send the character into the Thrall of the Wyrm. It follows normal frenzy aspects, with horrible side effects.

Shifting in Combat

Characters may Shift in a manner of different ways. While in Combat, they may either a) Shift instantly (right that moment) to their breed form. b) they can shift using a Rage point instantly (right that moment) to any form. Last c) they can make a Stamina+Primal-Urge roll at a varying difficulty to shift. To do so requires a number of successes equal to all forms in between the current and the one they wish to reach plus one to begin the shift. If they do not have enough, they make it part of the way and may try again next turn. Doing so this way takes one action to shift.

For example: A character wishes to shift from Homid to Crinos. They Roll Stamina+Primal-Urge vs 6. They must score Three success to make it to that form (one to start, one to Glabro, one to Crinos)

Form Difficulties

  • Homid: 6
  • Glabro 7
  • Crinos 6
  • Hispo 7
  • Lupus 6

Pack Tactics

Pack tactics can be performed by only a Pack of Shifters of the Same Pack. The close bond a Totem gives is required for these to work. A Pack can only know a number of pack maneuvers equal to the lowest Gnosis score in the pack. Yes, this means IF YOU INCLUDE A KINFOLK IN YOUR PACK, your pack will be able to know -0- maneuvers unless that Kin is Gnosis Bearing. Imaginative packs can come up with maneuvers above and beyond these. See Shifter Staff for details on how to do this.


Fur Gnarl

Packmates Required 2
Performable Alone? No
Usually performed by two Garou in rapid succession, this attack consists of the first packmate stripping away the natural protection (Or even artificial armor) of an opponent leaving a vulnerable spot for the next packmate to attack.
The first attacker rolls Dex+Brawl vs 7. For every two success of damage rolled (Before soak) the target looses a die from soak rolls for that area. The next packmate may attack as usual, although his difficulty increase by two(2) because he must target the same area. This penalty lasts until the target can heal the damage or get new armor.

Harrying

Packmates Required 4
Performable Alone? No
Harrying requires at least four garou - one in front, one in back, and one to each side of the victim. The rearmost chases the prey either to one of the garou on the side, or the lead garou. The rearmost stalker than re assumes his position and the new stalker surprises the prey growling and snapping, and chases him toward one of the others. A Human victim will loose a Willpower point each time he is "handed off" to another werewolf.
The system is: Make a Dexterity + Athletics vs 5 roll for both the Active Garou and the Victim. If the Garou scores more success, the victim is successfully chased toward another garou. Generally the Garou must wind Five such tests to force the victim close enough to pass him off.
However, the prey scores more success, he has outdistanced his attacker and may attempt to escape. Make the same rolls again, but this time the Garou's player adds the prey's excess success to her difficulty.
If the prey stands and fight, a normal combat ensues. Unlike normal wolfs, Werwolves will not back down from their prey.
Harrying may perofmred in any quadrupedal form.

Savage

Packmates Required 3+
Performable alone? No
This tactic involves one werewolf hurling herself at an opponent to knock him to the ground, whereupon the rest of the pack rushes him in Lupus or Hispo form to bite him while he's down.
First Garou executes a Body tackle or Sweep attack as usual. Then, his packmates surround the fallen foe and bite whatever part of him they reach. This can slay most enemies in seconds, but even opponets who are not killed outright must roll Strength + Athletics vs (4+ 1 for each garou involved, maximum 10) to stand up

Wishbone

Packmates Required 2+
Performable alone? No
This maneuver consists of one or more garou grabbing an opponents extremities and pulling apart. Each player must roll Dex+Brawl to grab an extremity. The Diff begins at 6 and drops by 1 for each garou involved. After all possible extremities are restrained, each player rolls Strength for damage. This damage is considered lethal. The Garou involved may choose to pull slowly as a torture method (in which case the damage is Bashing) or simply give a quick jerk, maximizing damage. If any one garou inflicts more than three health levels after soak, the extremity is broke or severed (storytellers discretion) This maneuver is possible in Lupus or Hispo; just requires knocking the victim down first.

Circle

Packmates Required 3
Perofrmable Alone? No
The pack surrounds the opponent, trapping him within a tight circle. If he tries to break free, the nearest character snaps at him, but not necessarily to inur him. Unless the opponent is in a frenzy or is similarly dead determined to break free, no roll required. Otherwise teach player must perform a Dex + Athletics vs 8 for there character to prevent the opponent breaking free.

Slice 'n' Dice

Packmates Required 3
Performable Alone? No
The characters attack their opponent with surgical precision, using their claws as weapons and slicing at him from different angles and with different body parts in mind. This increases the Dex + Dodge roll diff for the opponent by 1 per packmate involved. The Dodge diff cannot be raised above 10, but the target must somehow get free of the pack before the diff returns to normal. This requires the target to be surrounded by the pack.

Special Maneuvers

These Maneuvers may be perfomed by Nuwisha and Garou, and many of the Fera. These Maneuvers may be perfomed by Nuwisha and Garou, and many of the Fera. These are not Innate to the Garou; they must be learned. Each Character may begin the game with One, but further must be learned from Teachers.

Hamstring

Usable By: Crinos-Lupus
Roll: Dex+Brawl
Diff: 8
Damage: Strength+Cripple
Actions: 1

The werewolf stinks his fangs into the target's lower leg, and rips apart the tendons. If successful the attack will hamper quadrupedal foes and cripple bipedal ones. Damage is aggravated.

Jaw Lock

Usable By: Crinos-Lupus
Roll: Dex+Brawl
Diff: 6
Damage: None
Actions: 1

The shifter sinks his jaws into a target's neck, not to kill, but to immobilize. This attack can be performed only from behind or atop an opponent so that the shifter can have it's full body weight to pin the opponent. The attacker mus succeed in a bite maneuver with a +1 diff penalty. Instead of rolling for damage, the attacker and defender must both roll Resisted Strength+Athletics rolls. if the attacker wins, he forces his target to the ground . If the attacker looses, he fails to immobilize the target but may still inflict damage as normal.
Immobilized characters may attempt to escape on the next action, Strength+Brawl vs (Opponents Brawl+4) in a resisted roll versus the attackers Strength+Brawl vs (Pinned enemies brawl+2) if the defender fails, he remains pinned. If he matches the attackers success he escapes, but takes damage equal to the attackers success (which can be soaked). If he scores more success he escapes without harm.

Leaping Rake

Usable By: Glabro-Crinos
Roll: Dex+Athletics/Dex+Brawl
Diff: 8
Damage: Strength+1
Actions: 2

The shifter jumps past the opponent and rakes him with his claws on the way by. If successful, the attack lands the shifter out of range of his opponent. First check how many successes are needed on a Dex+Athletics vs 3 Jumping roll (as per the Jumping Chart). If the player fails to score enough to carry his character past or to his opponent he lands wherever the chart indicates, and he may still use his rage action at +1 diff. If he succeeds he must then roll Dex+Brawl for the claw attack. This attack may be done with a punch (for bashing) or a weapon (using dex+melee instead)

Taunt

Usable By: All Forms
Roll: Manipulation+Expression/Intimidation
Diff: Opponents Wits+4
Damage: None
Actions: 1

This Maneuver may be used by Packs, if so the effects are cumulative. For every two success the player rolls on Manipulation+Intimidation (For Non Garou Opponents) or Expression (For other Garou) the opponent looses one die from his next action. Garou subjected to this maneuver, especially by a pack, may Frenzy. a Rage roll must be made, adn the diff decreases by one if a pack is performing the taunt.

Fera Maneuvers

Most of these Maneuvers cannot be performed by Garou, excepting when noted.

Ananasi: Engulf

Usable By: Crawling-Ananasi
Roll: Dex + Brawl
Diff: 6 (5)
Damage: Special
Actions: 1
Book/Page: p. 165 Changing Breeds

Ananasi lunges at foe in Crawlerling form, covering them and entering as many body cavities and openings as possible. Each turn Engulf is maintained the victim cannot breath, and thus runs risk of suffocation (see p. 189 Werewolf Core Book). If in another form when beginning the maneuver 1 Blood point must be spent, but diff of initial attack is reduced to 5 (due to shock of witnessing the shift). Damage is equal to Str (suffocation).

Bastet: Barrel Roll

Usable By: Crinos-Feline
Roll: Dex+Athletics
Diff: 7
Damage: Special
Actions: 2

The Bastet makes attacks at running speed on all fours, grabs the opponent by the shoulders, and uses her body mass to topple him. Using the momentum of the tumble, she rolls with the opponent, immobilizing him, usually by biting over the muzzle of the prey to choke it. THe player rolls a standard Grapple roll to seize the opponent, and then a contested Strength Roll to bring the opponent to the ground. The Attacker then rolls Dex+Athletics to perform the barrel roll (as a separate Action) at diff 7. In all consecutive turns the attacker can choose to roll her strength against her opponents Stamina, as per the Suffocation rules, or use a more violent approach, like tearing the throat out from her victim
Garou and Nuwisha may also perform this Maneuver, at a diff of 8

Corax: Eye Pluck

Usable By: Crinos-Corvid
Roll: Dex+Brawl
Diff: 9
Damage: Strength+1
Actions: 2

Corax attempt to pull the eye from a living opponent. If the corax scores four success on the attack roll, and at least 2 levels go unsoaked, the Opponents eye is torn out (raising the damage to Agg if it wasn't already)

Corax: Wing Swipe

Usable By: Crinos
Roll: Dex+Brawl
Diff: 7
Damage: Strength+2
Actions: 1

This Maneuver requires the Gift: Razor Feathers. The Corax lashes out with a wing, slashing the target with the cutting edge of his newly steel-hard and razor-sharp feathers. Even if a wing swipe misses, the target must make a Dex roll vs 5 or be off-balance (and at a +1 to all physical diffs) for the next turn

Iskakku, Kailindo and Klaivaskar

These three forms of combat are exclusive to the Garou. While some, such as Iskakku, could be possibly taught to outsiders, the likelihood of this is slim. These three forms of combat fall under the same rules for being taught as Martial Arts (See +news xp Martial Arts) with the exception that they are limited to the Garou for starting characters. Iskakku is further limited to Children of Gaia, and Kailindo is limited to Stargazers. Kailindo cannot be taught to anyone who does not have the natural ability to shapeshift into at least 5 forms (That is, Human, Near Human, Man-Beast, near beast, beast.) Klaviskar can actually start on any Shifter's sheet, but they need to have a -very- good reason for having a Klaive if they are not a Garou.

Maneuvers listed herein are limited to your skill. As per +news xp Martial Arts , you know one special move at level 1, then an additional at level 4, and a third at level 5. You may purchases additional moves with XP, up to your rating in this skill.

Iskakku

Unlike Kailindorani, Iskakku is freely taught to Garou and Kin alike. It still falls under the same rules as Martial Arts, but is related to Melee rather than brawl. Like all martial arts, Maneuvers are purchased, however in Iskakku some maneuvers have a specific rating that must be met before one can learn it. Only Children of Gaia may start with this skill.

Attack And Block

Required Iskakku skill: 1
Roll Dex+Iskakku
Diff 6
Damage Weapon
Actions 1
You may substitute Iskakku for Attack and Block skill in melee when using a Staff in combat.

Hand Smite

Required Iskakku skill: 2
Roll Dex+Iskakku
Diff 8
Damage Special
Actions Special
When being attacked by someone using another melee weapon, the character may opt to make a parry that also doubles as an attempt to dislocate the attacker's wrist. This not only knocks the oncoming attack away, but also potentially disables his opponent. The defender makes an Iskakku+Dex roll (diff 8). If the number of successes exceeds the attacker's successes, then the attack is not only successfully deflected, But the attacker's wrist becomes dislocated and he may no longer use that hand until it heals (the equivalent of healing a level of bashing damage)

Dragon emerges from mountain

Required Iskakku skill: 2
Roll Dex+Iskakku
Diff Normal
Damage +2 Dice
Actions 1
As a sudden departure from the usual series of swings, the character suddenly thrusts the staff forward as he would normally a spear. This blow is aimed at the face and may not be attempted more than once in a row.

Take away the Land

Required Iskakku skill: 2
Roll Dex+Iskakku
Diff 8
Damage Special
Actions 1
With a sweep of the staff, the attacker may attempt to trip his opponent, forcing him to the ground. The attacker rolls Dexterity + Iskakku (diff 8) while the defender resists with Dexterity + Athletics (diff 7). If the attacker has more successes, then the defender falls; otherwise he remains standing.

One as an Army

Required Iskakku skill: 3
Roll Dex+Iskakku
Diff Normal
Damage -1 die
Actions 1
The staff can be wielded in such a way that both ends may be used to attack in quick succession. When using the techinque, the character splits his attack dice in half, using the first (and larger if not even split) pool for his initial attack and the second pool for another attack. While these attacks aren't as threatening as full swing, it tends to force the opponent to defend himself from the flurry of blows just to avoid being hit. All damage done with these attacks is one die less.

Foot from Heaven

Required Iskakku skill: 4
Roll Dex+Brawl
Diff 7
Damage Str+3
Actions 2
The Character uses his staff to vault himself through the air and deliver a powerful kick to his opponent. The attacker first must have a little running room, and then roll his Strength + Athletics (Diff 5) to determine if he can vault far enough to his opponent. The distance vaulted is up to 8 feet per success. Upon landing he rolls Dexterity+Brawl (diff 7) to deliver a powerful kick to his opponent. Regular combat rules apply to this attack.

Powerful Foot

Required Iskakku skill: 4
Roll Dex+Iskakku
Diff Normal
Damage -1 die
Actions 1
In addition to the extra attack allowed by Isten Kima Ummanante, the character may now divide his attack dice into three pools and use the third for a kick. Using all three blows is usually reserved for fighting lots of untrained combatants.

Appointed time of the Enemy's Demise

Required Iskakku skill: 5
Roll Dex+Iskakku
Diff 8
Damage Normal
Actions 2
The master of Iskakku often ends the fight before it really begins. He stands in wait for his opponent's first attack; He parries with one end of the staff while moving past his opponent and then delivers a powerful blow to the back of the head with the other end. If struck with precision, the blow to the cerebellum is enough to knock nearly anyone unconscious. The defender must make a successful parry (diff 7) and then make a dex+ Iskakku roll (Diff 8) to attack. If successful, the damage delt is not applied as health levels of damage but is compared to the opponents stamina. If the damage is greater than his Stamina, the opponent is rendered Unconscious. This imaginary damage cannot be soaked.

Kailindo

Kailindo is the Stargazer specific form of Martial Arts. It is an advanced form of Brawl, and is it's own Skill. Those that know Kailindo are restricted in teaching and learning as in the same rules as Martial Arts, with the exception that the only characters starting with Kailindo will be Stargazers, and only those with Five Forms of shapeshifting /naturally/ (Man, Near Man, Crinos, Near Beast, Beast) can learn it.

Some Maneuvers require Shapeshifting. Those that do will require either a) a Stamina+Primal-Urge roll as with normal shapeshifting (if you use this method it WILL require a second action) b) Expenditure of a Rage Point c) the Metamorph Merit. If you have Three dots of Kailindo or Higher, you can shapeshift as a reflexive action, negating the need to take a second action

When rolling to hit and inflicting damage the player uses the dice pools from the form the character is assuming. In other words, whichever form the character ends the maneuver in is the form one uses for dice pools.

Binding Wind

Usable By Homid-Crinos
Roll Dex+Kailindo
Diff 6
Damage Kailindo
Actions 1
By catching his opponent's wrist at just the right moment the attacker immobilizes his foe by forcing the opponent down and around. Thee kailindorian must score a number of success on his attack roll above the opponent's dexterity rating to accomplish this feat. A held opponent may attempt a contested Dexterity roll (diff 8 for both characters) to break free, or a contested strength roll (Diff 8 for the bound, 6 for the Kailindorani). Damage is determined by the Kailindorani's skill, not from strength as usual, and cannot be Aggravated

Deceptive Wind

Usable By Homid-Crinos
Roll Dex+Kailindo
Diff 5
Damage Strength
Actions 1
Leaping towards her opponent, the Kailindoriani first feints a kink to the front, but instead passes her opponent and strikes from the side or back while passing. This maneuver can be coupled with a shapechange, and cannot be blocked or parried - only dodged

Falling Tempest

Usable By Homid-Lupus
Roll Dex+Kailindo
Diff 8
Damage Special
Actions 1
The Kailindoriani attempts to catch her opponent's throat with her legs or arms while launching herslef directly towards the target, and drive him to the ground while choking him. To pull this off, the Kailindorani must score more success on her attack roll than the opponent's Strenth rating. A character in a chokehold loses one health level per turn, and to escape he must win a contested Strength versus Strength roll at difficulty 6. Choke damage cannot be soaked but is healed after one hour of rest.

Forceful Wind

Usable By Homid-Crinos
Roll Dex+Kailindo
Diff 8
Damage Strength + 1
Actions 2
The Kailindorani makes a running leap towards the target, and attempts to knock him to the ground with a kick to the head or torso. If the Kailindorani inflicts more health levels of damage than the opponent's Strength, the opponent is Knocked Down.

Little Cyclone

Usable By Homid-Crinos
Roll Dex+Kailindo
Diff 6
Damage 1
Actions 1
The Kailindorani drops to a spinning crouch with her leg extended, attempting to sweep the legs from underneath her opponent. The opponent can resist with a Dex + Dodge at diff 6, and the Kailindorani succeeds if she has more success than her opponent. Damage on this maneuver equals one die +1 per extra success.

Storm Dance

Usable By Any
Roll Manipulation+Kailindo
Diff 7
Damage None
Actions Special
This is not an Attack. Rather an intimidation technique used to dishearten opponents. The Kailindorani launches into a flurry of maneuvers, coupled with postures of threatening body language. THe result is a display that is graceful and predatory at the same time. THe player rolls Manipulation + Kailindo, resisted by the opponents Wits+ Brawl; this is a full-turn action. If the player wins the roll the difficulty for her attacks against that opponent is reduced by 1 for one turn for each success by which she won the test - Should it come to blows. This maneuver can be used only once per opponent per combat.

Tornado Kick

Usable By Homid-Crinos
Roll Dex+Kailindo
Diff 7
Damage Strength+2
Actions 1
The Kailindorani spins round once liek a tornado, with incredible speed, adding momentum to the force of his kick.

Whirlwind

Usable By Homid-Crinos
Roll Dex+Kailindo
Diff 7
Damage None
Actions 1
This defensive technique involves weaving one's arms before oneself like swirling winds. Each success on the roll adds one die to each blocking maneuver attempted during the same turn as the Whirlwind Technique. The Kailindorani may not attack, run, or do anything but block in the same turn he uses Whirlwind.


Changing Breeze

Shapeshifting Maneuver
Usable By All except Homid and Lupus
Roll Dex+Kailindo
Diff 7
Damage None
Actions 1
By changing from a larger to a smaller form, the Kailindorani dodges an incoming attack. Each success on teh roll ads one to the diff of the opponent's attack, to a maximum of Ten. If the Kailindorani spends a Rage Point to shift, she adds an automatic success to her Changing Breeze maneuver roll.

Fading Breeze

Shapeshifting Maneuver
Usable By All except Hispo and Crinos
Roll Dex+Kailindo
Diff 7
Damage Strength
Actions 1
The Kailindorani changes from a smaller to a larger form as she slowly retreats while hurling a punch, kick, or slash towards the opponent. THis increases the opponents attack difficulty by one.

Growing Tempest

Shapeshifting Maneuver
Usable By All except Hispo and Crinos
Roll Dex+Kailindo
Diff 7
Damage Strength + 1
Actions 1
By grabbing and grappling her opponent while changing into a stronger form, the kailindorani can use her increasing strength to crush him while changing. To free himself the opponent must win a contested Strength vs Strength roll. The damage caused by this maneuver cannot be aggravated unless the Garou shifts into into Hispo (at which point he is grappling with his jaws). This maneuver requires the expenditure of a Rage Point (Or the Metamorph Skill and 3 Kailindo or Higher)

The Hurricane

Shapeshifting Maneuver
Usable By All except Crinos
Roll Dex+Kailindo
Diff 7
Damage Special
Actions 1
The Kailindorani changes into Crinos as she is about to throw an opponent, adding the foothold and force of the battle-form to her action. The Opponent is thrown two meters per success + the kailindorani's Strength rating. The damage is usually strength+ Successes but depending on what the opponent lands on, may be more or less at the storyteller's discretion.

Melting Wind

Shapeshifting Maneuver
Usable By All except Homid and Lupus
Roll Dex+Kailindo
Diff 6
Damage None
Actions 1
By Changing to a smaller form while being held or grappled, the Kailindorani can ease her way out of her opponent's grip. Roll dexterity + Kailindo as usual and add the successes to the strength pool for the purpose of escaping the grip. A botch results in additional damage from the hold, as well as increasing the difficulty of trying to escape again by one.

Moving Breeze

Shapeshifting Maneuver
Usable By All except Homid and Lupus
Roll Special
Diff 6
Damage None
Actions 1
During a dodge, the Kailindorani assumes a smaller form. The player may add the success of the shapchanging roll to her dodge dice pool for the rest of the turn. If the kailindorani spends a rage point rather than rolling Stamina + Primal-Urge, she is considered to have scored five successes.

Striking the Wind

Shapeshifting Maneuver
Usable By All except Crinos
Roll Dex+Kailindo
Diff 5
Damage Normal
Actions 1
The Kailindorani takes a hit, but changes into a larger form and strikes with a counter attack. Although he is hit, the diff on the soak roll is reduced by two. This maneuver requires the expenditure of a Rage point (or Metamorph + Kailindo of 3 or higher)

Subtle Draft

Shapeshifting Maneuver
Usable By Lupus
Roll Dex+Kailindo
Diff 6
Damage None
Actions 1
The Kailindorani performs a charging tackle on her oppnent while in Lupus. As the opponent falls, the Kailindorani changes into a larger form and gains the upper hand in the fight. THis reduces all difficutlies on the Kailindorani's attacks against her opponent in the subsequent turn by one. This tactic is very useful when several characters work together as a pack.

Sudden Flurry

Shapeshifting Maneuver
Usable By All except Crinos and Hispo
Roll Dex+Kailindo
Diff 6
Damage Special
Actions 1
By Changing to a larger form while being held, the Kailindorani takes advantage of this situation by throwing her opponent to the ground, for a distance of one foot per success + the Kailindorani's Strength rating in feet.

Klaivaskar

Klaive Dueling, or Klaivaskar, is a secondary Ability linked to Melee. Most Master of Challenges know this skill, and any klaive-bearer that has used his weapon in combat for a period of more than a year. For those loaned a Klaive for a formal duel, they are given a crash course if they do not already have the skill. Some maneuvers may not be attempted without the ability. Where Melee is listed in required rolls, one may substitute Klaivaskar, but not the other way around. One can take a specialty in Melee in Klaivaskar, doing so gives you bonuses if you use your Melee skill. One still needs the Klaivaskar Skill in order to learn special maneuvers however.

Bind

Roll Dex+Klaivaskar
Diff Opponent's Dex+Melee
Damage None
Actions: Special
The Duelist attempts to entrap his opponents blade with his own. Each success after the first prevents the opponent from taking one action with their klaive that turn. THh opponent loses any Rage she has spent to gain extra actions. The duelist may do nothing but maintain the bind and taunt his foe. After a successful bind, the duelist may attempt a Disarm or Prise d'Argent at -2 diff.

Blind

Roll Dex+Klaivaskar
Diff 8
Damage Weapon-1
Actions: 1
Garou bleed profusely from any wound inflicted by a Klaive. Some sneaky duelists attempt to take advantage of this to blind their opponents. A single swipe to the forehead can send blood pouring into he opponents eyes for the rest of the fight. Should this maneuver succeed, all the opponents attack rolls as well as parries and dodges are increased by 1

Disarm

Roll Dex+Klaivaskar
Diff 6
Damage None
Actions: 1
In a contested Strength+Klaivaskar (Vs Str+Melee if necessary) the duelist attempts to twist his opponents kliave out of their hands. His opponents blade will land one yard away for each net success. If he botches,he looses his own weapon.

Feint

Roll Dex+Melee
Diff 7
Damage None
Actions: 1
A resisted roll, made against the opponents Perception+Melee. the Duelist may add one die per success above his opponents total to his dice pool for his next attack. Should his opponent score more success, the duelist loses the number of success in the difference. The bonus dice is lost if the next attack is not made within two actions of the feint.

Fleche

Roll Dex+Athletics
Diff 7
Damage Weapon+4
Actions: 3
Requires Klaivaskar? Yes
The duelist launches himself in an all out attack at the opponent, blade first. After the strike, the duelist comes to a halt some distance behind his opponent, and is vulnerable for an action as he regains his balance (cannot dodge for one action after this attack)

Probe

Roll Dex+Melee
Diff 5
Damage Weapon - 2
Actions: 1
A quick Jab to test the opponents defenses and speed of reaction. A probe does not have the full weight of strength behind it, as it is intended to guage the opponents skill, rather than injure

Parry

Roll Dex+Melee
Diff 6
Damage None
Actions: 1
Simple move to block the opponents blade with the duelist's own. If the duelist's success outnumber the attacker's, he successfully parried the blow. A successful parry allows the duelist to make an immediate riposte (see below) if he had any remaining actions this turn, or gives him a +2 inititave bous for the following turn.

Prise d'Argent

Roll Dex+Klaivaskar
Diff 4
Damage Weapon
Actions: 1
Literally 'Pressing the SIlver' this maneuver uses the opponents blade as a guide for an attack. THe Duelist slides his kliave along his opponent's blade and rives it into her body. The maneuver can only be carred out after a successful Riposte or Bind.

Riposte

Roll Dex+Melee
Diff 4
Damage Weapon
Actions: 1
This can only be performed after a Parry. The opponent may attempt to parry if they have any actions left that turn.

Silver Shield

Roll Dex+Klaivaskar
Diff 7
Damage None
Actions: 1
Using his speed and the bluk of his klaive, the duelist creates a shield of silver in front of him. Each success scored on this roll may be added to any parry attempts during this turn

Swinging Slash

Roll Dex+Klaivaskar
Diff 7
Damage Weapon+3
Actions: 2
Committing his whole effort into a single massive swipe, exposing himself, but hopping to do enough damage to make that irrelevant. Diff of any further actions this turn is increased by 2

Stop Hit

Roll Dex+Klaivaskar
Diff 7
Damage Weapon + 2
Actions: 1
A duelist who has initiative over her opponent can choose to defer her action until her opponent acts. If her opponent attempts to attack, the duelist attempts to step inside his guard and deliver a fast, deadly blow that stops the opponent in her tracks, using her own forward momentum to make the blow more deadly. This attack cannot be parried or dodged, because the opponent is already committed. However, if the Stop Hit fails to incapacitate or knock down the opponent, the duelist cannot dodge or parry the attack.


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