Shift-Combat Manuevers

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Special Maneuvers

First, review Sheltering Sky's Special Maneuver and Martial-Arts . These Maneuvers may be performed by Nuwisha and Garou and many of the Fera. These are not innate to any member of the changing breeds, so they must be learned. Each character may begin the game with one Shifter-specific Special Maneuver, assuming they meet the requirements that pertain to all Special Maneuvers, but further maneuvers must be learned from teachers. Further maneuvers may be created as with Pack Tactics: See Shifter Staff for details.

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.

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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 likely hood of this is nil. 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.) Klaiviskar actually can start on any Shifters 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 will be allowed to 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.

Mahasu Qatu - 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)

Tammabukku Istu Kur - 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.

Tabalu Kur - 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 tsrip his opponent, forcing him to the ground. The attacker rolls dex+iskakku (Diff 8) whiel the defender resists with dex + athletics (diff 7). If the attacker has more successes, then the defender falls. Otherwise he remains standing

Isten Kima Ummante - 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.

Sepu Istu An - 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.

Sepsu Sepu - 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.

Adannu Lukur Daku - 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.

3. Fera Maneuvers

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

Ananasi: Engulf

Usable By: Any Form
Roll: Dex+Brawl
Diff: 6(5)
Damage: Strength; Suffication
Actions: 1

The ananasi lunges at her foe as she dissolves into a million spiders, all biting and tearing at their opponent. Each turn the Ananasi maintains the Engulf, the target cannot breath. If the ananasi is in another form when the maneuver begins, the action requires a blood point, but the diff is reduced to 5 for surprise.

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

Mokole: Tail Lash

Usable By: Archid-Suchid
Roll: Dex+Brawl
Diff: 7
Damage: Strength+1
Actions: 1

The Mokole lunges out with her tail, slapping her opponents with it. Characters in Suchid form may only use this if the opponent stands directly behind her. Damage is bashing, unless the mokole's tail is spiked.

Mokole: Head Butt

Usable By:Homid-Archid
Roll: Dex+Brawl
Diff: 7
Damage: Strength
Actions: 1

This maneuver is a charge forward, head lowered. It works exactly like Body Tackle, excepting that the Mokole does not suffer damage if in Archid form, and the target isn't unbalanced unless Knocked Down. If the roll is botched, the attacker suffers her own strength in dice and is stunned for the rest of the turn.

Mokole: Jaw Shear

Usable By: Suchid-Archid
Roll: Dex+Brawl
Diff: 6
Damage: Strength+2
Actions: 1

This Maneuver requires that the Mokole has succeeded a bite attack on the previous turn. Through this attack the Mokole can snap his head back and forth, tearing the victim to shreds with his powerful bite. If the Mokole grip isn't broken (by a contested Strength roll or other circumstances) he can continue to attempt this maneuver. In a similar maneuver, Rolling Bite, the Mokole rolls repeatedly with his victim in her mouth, causing much the same effect.

Mokole: Swallow Whole

Usable By: Archid
Roll: Special
Diff: Special
Damage: Special
Actions: 2

Only a Character with Size allowing for this can perform this action. The prey must be half the character's size or less, and the attacker must land a bit attack, then make an opposed Strength Roll. If she Succeeds, the opponent goes down the hatch. The Opponent can continue to take limited actions for a number of rounds equal to his Stamina, and is smothered after this. If the attacker changes to a smaller shape while the opponent is still alive within her, she suffers five health levels of lethal damage as the opponent breaks through her insides