Difference between revisions of "CM:Shifter Specific Maneuvers"

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*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.<br>
 
*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.<br>
 
*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.<br>
 
*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.<br>
*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====
 
====Uses for Rage====

Latest revision as of 07:48, 11 June 2019

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.

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

Usable By: Glabro-Lupus
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

Usable By: Hispo, Lupus
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

Usable By: All Forms
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 opponents who are not killed outright must roll Strength + Athletics vs (4+ 1 for each garou involved, maximum 10) to stand up.

Circle

Usable By: All Forms
Packmates Required 3+
Performable alone? No
This maneuver serves to contain and intimidate opponents. The pack surrounds the target, trapping him within a tight circle. To attempt to break free of the circle, the victim must either enter frenzy or spend a Willpower point. Each character making up the circle performs a Dexterity + Athletics attack, difficulty 8, in response to any such bids for freedom; only a single circle member needs to succeed to keep the target contained within the circle.

Slice n'Dice

Usable By: Any form with Claws
Packmates Required 3+
Performable alone? No
A favorite of the Ratkin, though employed by other Fera as well. The attackers blitz their target from all directions, overwhelming him with a flurry of slashes to different body parts. This increases the difficulty of dodge attempts by 1 per packmate involved (maximum 9). This maneuver 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 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.

Evasive Action

Usable By: All Forms
Roll: Wits+Dodge
Diff: 6
Damage: N/A
Actions: 1

Animals excel at getting out of harm’s way. By leaping, spinning, whirling, and otherwise dodging attacks, a werewolf can set her opponent up for a surprise blow. In game terms, this maneuver works like a dodge, although the evasive character cannot abort her previous declared action to use this tactic. Each success scored by the evader subtracts one success from the attacker’s roll. If she scores more successes than her attacker does, she can hit him in the next turn at –1 to her attack difficulty, assuming that she acts before he does.


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. In game terms, a successful hamstring attack knocks a bipedal target over and makes it hard for her to stand again (Dexterity + Athletics, difficulty 8), much less move (1/4 normal movement) until the injury heals. Multi-legged opponents halve their usual movement, and may be pulled down, unless they make a successful Dexterity + Athletics move to remain standing (difficulty 7).

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: Homid, 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, and the diff decreases by one if a pack is performing the taunt.

Wishbone

Usable By: Glabro-Lupus
Roll: Dexterity+brawl
Diff: 6/-1 per additional garou involved
Damage: Strength
Actions: 2

Grabbing a foe by an extremity or two, a werewolf can use her incredible strength to rip said enemy limb from limb. Even more effective when employed by a pack of wolves, this attack may be used for intimidation, torture, or grotesque theatricality. Each character involved in the wishbone attempt must successfully roll Dexterity + Brawl. The difficulty starts at 6, and drops by one for each Garou involved in the attack. Assuming success, the monsters can use their next action to give a nice hard yank. This damage is lethal if the werewolves are using brute strength, aggravated if they employ their teeth. Obviously, the Garou can choose not to pull; this tends to be a rather effective method of coercion. If the werewolves decide to make things last, they might pull slowly, inflicting bashing damage rather than lethal or aggravated injury. And if the werewolf’s not in the mood to play around, she might simply decide to tear things off. If any one Garou inflicts more than three health levels (after soaking) with this attack, the extremity in question is broken or… um, removed.

Garou: Barrel Roll

Usable By: Crinos-Lupus
Roll: Strength+Athletics
Diff: Target's Strength + 4
Damage: Special
Actions: 1

The Garou 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 suffocate it. The player makes a standard grapple attack to seize the opponent, and then reflexively rolls Strength + Athletics (difficulty 3 + target’s Strength, maximum 9) to wrestle her prey to the ground. The target then suffers suffocation and immobility until she can break the grapple.

Fera Maneuvers

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

Ananasi: Engulf

Usable By: Any
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: Strength+Athletics
Diff: Target's Strength + 3
Damage: Special
Actions: 1

The werecat 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 suffocate it. The player makes a standard grapple attack to seize the opponent, and then reflexively rolls Strength + Athletics (difficulty 3 + target’s Strength, maximum 9) to wrestle her prey to the ground. The target then suffers suffocation and immobility until she can break the grapple.

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.

Mokole: Tail Lash

Usable By: Archid-Suchid
Roll:Dexterity+Brawl
Diff: 7
Damage: Strength+1
Actions: 1
The Mokolé slashes at an opponent with her tail. Characters in Suchid form may only use this maneuver if the opponent stands directly behind them. Damage is bashing, unless the Mokolé has a spiked tail.

Mokole: Head Butt

Usable By: Homid-Archid
Roll:Dexterity+Brawl
Diff: 7
Damage: Strength
Actions: 1
This maneuver is a charge forward, head lowered. It works exactly like Body Slam save that the Mokolé doesn’t suffer damage if in Archid form, and the target isn’t unbalanced unless knocked down.

Mokole: Jaw Shear/Rolling Bite

Usable By: Archid-Suchid
Roll:Dexterity+Brawl
Diff: 6
Damage: Strength+2
Actions: 1
This maneuver requires that the Mokolé successfully used a bite attack in the previous turn. Through this attack the Mokolé can snap his head back and forth, tearing the victim to shreds with his powerful jaws. Unless the victim can break the Mokolé’s grip (using an opposed Strength roll), the weresaurian can continue attempting this maneuver each turn. A similar maneuver, Rolling Bite, sees the Mokolé rolling repeatedly with the victim in her mouth.

Mokole: Swallow Whole

Usable By: Archid
Roll:Strength
Diff: 6
Damage: Special
Actions: 1
Only a truly enormous character can perform this action, such as a massive Archid. The prey must be half the character’s size or less, and the attacker must land a bite attack, and then make an opposed Strength roll. If she succeeds, her opponent is swallowed whole. The opponent can continue to take limited actions for (Stamina) rounds before being smothered. If the attacker changes to a smaller form while her victim is alive inside of her, she suffers five levels of lethal damage as her victim erupts through her innards.

Nuwisha: Barrel Roll

Usable By: Crinos-Latrani
Roll: Strength+Athletics
Diff: Target's Strength + 4
Damage: Special
Actions: 1

The Nuwisha 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 suffocate it. The player makes a standard grapple attack to seize the opponent, and then reflexively rolls Strength + Athletics (difficulty 3 + target’s Strength, maximum 9) to wrestle her prey to the ground. The target then suffers suffocation and immobility until she can break the grapple.

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. The Klaive dueling maneuvers can be found here.


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 at 5 xp per Maneuver, and you cannot have more than your melee score: I will also require your melee specialty to be 'Iskakku'. Only Children of Gaia may start with this skill.


Hand Smite

Roll Dex+Melee
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 Dexterity+melee 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. If made against a limb holding a weapon, this disarms the victim.

Dragon emerges from mountain

Roll Dex+Melee
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

Roll Dex+Melee
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 + Melee (diff 6) 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

Roll Dex+Melee
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 technique, 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. notably, this Maneuver can even be used during turns when rage has been used t opurchase extra actions, or even on rage actions.

Foot from Heaven

Roll Strength+Athletics/Dexterity+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 6) to deliver a powerful kick to his opponent. Regular combat rules apply to this attack.


Appointed time of the Enemy's Demise

Roll Dex+Melee
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+ Melee 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, requiring a specilialty. Those that know Kailindo are restricted in teaching and learning as in the same rules as Martial Arts (You may purchase Maneuvers once you have the specialty, at 5 xp each: You cannot have more Maneuvers than your rating in brawl), 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, b) Expenditure of a Rage Point c) the Metamorph Merit. The Kailindo specialty allows you to 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+Brawl
Diff 6
Damage Dexterity
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).

Deceptive Wind

Usable By Homid-Crinos
Roll Dex+Brawl
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 shape change, and cannot be blocked or parried - only dodged.

Falling Tempest

Usable By Homid-Lupus
Roll Dex+Brawl
Diff 8
Damage Special
Actions 1
The Kailindoriani attempts to catch her opponent's throat with her legs or arms while launching herself 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 Strength rating. A character in a choke hold 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+Brawl
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 rendered prone.

Little Cyclone

Usable By Homid-Crinos
Roll Dex+Brawl
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 Kailindorani succeeds if she has more success than her opponent. Damage on this maneuver equals one die +1 per extra success. It may be dodged as normal, but not parried.

Storm Dance

Usable By Any
Roll Manipulation+Brawl
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 + Melee, 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+Brawl
Diff 7
Damage Strength+2
Actions 1
The Kailindorani spins round once like a tornado, with incredible speed, adding momentum to the force of his kick.

Whirlwind

Usable By Homid-Crinos
Roll Dex+Brawl
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+Brawl
Diff 7
Damage None
Actions 1
By changing from a larger to a smaller form, the Kailindorani dodges an incoming attack. Each success on the roll ads one to the diff of the opponent's attack, to a maximum of 10. 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+Brawl
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, if the change is successful.

Growing Tempest

Shapeshifting Maneuver
Usable By All except Hispo and Crinos
Roll Dex+Brawl
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 merit)

The Hurricane

Shapeshifting Maneuver
Usable By All except Crinos
Roll Dex+Brawl
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+Brawl
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 stamina+primal-urge as usual and add the successes to the strength pool for the purpose of escaping the grip. (spending a rage point, or possessing the Metamorph merit, provides +5 successes). 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 shapechanging roll to her dodge dice pool for the rest of the turn. If the kailindorani spends a rage point (Or has the Metamorph merit) 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+Brawl
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 the Metamorph merit.)

Subtle Draft

Shapeshifting Maneuver
Usable By Lupus
Roll Dex+Brawl
Diff 6
Damage None
Actions 1
The Kailindorani performs a charging tackle on her opponent 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 difficulties 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+Brawl
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.



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