Kailindo
I'm using the three-stream martial arts
rule for Kailindo, but it doesn't have a melee stream. So there is a
Kailindo-Dodge (K-dodge) and a Kailindo-Brawl skill (K-brawl).
I'm going to go with the rulebook suggestion that says you roll
for the form change as well as the maneuver for the moment, having
not been able to think of anything else that works. However, to
reflect the practice which Kailindo gives you in form changing,
the difficulty to assume a particular form drops by 1 for each point
you have in Kailindo (using the highest of K-dodge and K-brawl).
This should let folks autosuceed on shifting one form pretty quickly -
because form shift requires many sucesses, I'm going to assume
that if you have double the dice for a difficulty, that's 2 sucesses
and so on. So yon Kailindo master can shift without rolling in the
Realm.
Or you can just spend Rage. :)
EG: Frank, who has a Kailindo-Dodge skill of 3, and a Sta+Primal of 6
wants to go to Crinos. The normal difficulty is 6, but because of Frank's
expertise, it drops to 3. He has 6 dice (twice what he needs for one auto),
and can therefore shift to Crinos without rolling.
Maneuvers
K-Brawl Maneuvers
- Binding Wind
- If a Kani wishes to immobilise a foe without inflicting serious
damage, he may catch his opponent by the wrist and use momentum and
leverage to immobilise her.. If the Kani scores more sucesses on
his roll to hit than the opponent has Dexterity, the opponent is held
motionless. Held opponents may spend a point of Willpower to attack
with another limb, or free themselves with a contested Dex vs Dex
roll (diff 6).
- Dex + K-brawl, difficulty 7, no damage, 1 action
- Deceptive Wind
- The Kani leaps at her opponent, and feinting a kick from the front,
strikes from the side or from behind as she passes. The maneuver may
not be blocked, only dodged.
- Dex + K-brawl, difficulty 5, Str + 1 damage, 1 action.
- Falling tempest
- The Kani launches himself at his opponent and, airborne, catches her
about the throat with either his arms or legs. If the Kani scores
more successes on his roll to hit than the opponent has dots in Strength,
the opponent is knocked to the ground and held in a chokehold. An opponent
so pinned will begin to lose one health level a turn (unsoakable) after
as many turns as they have Stamina. Opponents may attempt to escape by
winning a contested Str vs Str roll (diff 6).
- Dex + K-brawl, difficulty 8, Str damage, 1 action
- Forceful wind
- The Kani makes a running leap (making a normal jump roll) and delivers
a powerful kick to her
opponent's head or upper torso. If the Kani inflicts more damage than
the opponent has dots in Strength (after soak), the opponent is knocked
off their feet. The Kani lands properly unless they botch this maneuver.
- Dex + K-brawl, difficulty 7, Str + 2, 2 actions
- Little Cyclone
- The Kani crouches while spinning around with his leg extended, knocking
his opponent from her feet. The Garou rolls Dex + K-brawl against a difficulty
of the opponents Dex + Ath. If the Kani suceeds, their opponent is thrown
to the ground.
- Dex + K-brawl, difficulty opponent's Dex + Aths, no damage, 1 action
- Storm Dance
- This maneuver is not a combative one, but a display of skill. The
Kani performs an intricate series of Kailindo maneuvers in an attempt
to impress or intimidate her opponent. The player rolls Manipulation +
one of their Kailindo skills, vs the opponents Wits + Brawl (or equiv),
both difficulty 7. The Kani reduces the difficulty of her attacks or
dodges by 1 for the next [succ] turns. This maneuver is often performed
to dissuade an opponent and thereby avoid combat altogether. If used
with K-dodge, the sucesses for each dodge can be used to dodge blows.
- Man + Kailindo vs opponents Wits + Brawl, difficulty 7, no damage, 1 turn
- Tornado Kick
- The Kani spins around once with incredible speed, her momentum adding
bone-jarring force to her kick
- Dex + K-Brawl, difficulty 7, damage Str + 3, 1 action
- Mountaintop
- The Kani roots himself to the spot by sinking his centre
and sending his energy downward. It is extremely hard to
topple a mountaintop. The difficulty for this maneuver is one less
if the Kani is in a quadrapedal form. The sucesses gained from
this maneuver add to the Kani's strength to resist being moved
or knocked down - obviously they cannot move during the turn this
action is performed.
- Sta + K-Brawl, difficulty 6 (5), no damage, 1 action
- Uncoiling Snake (shapeshift, !crinos, !hispo)
- The Kani throws a kick or punch, but shifts to a large form at the
last moment, surprising an opponent with more reach on the blow. Not
only is the increased damage of the larger form applied if the blow
suceeds, but the opponent is at +2 difficulty to dodge.
- Dex + K-brawl, difficulty as per action, damage as per action, 1 action
- Fading Breeze (shapeshift, !crinos, !hispo)
- The Kani steps back, changing into a large form (with a longer reach)
while punching, kicking or slashing. The difficulties of one foe's
attacks increase by the Kani's sucesses for the next action, and by 1
for the rest of the turn (not cumulative).
- Dex + K-brawl, difficulty 7, damage as per action, 1 action
- Growing Tempest (shapeshift, homid, glabro)
- The Kani grabs her opponent and shifts to a larger, stronger form
while crushing him or twisting her limbs. The opponent is grappled as
well as taking damage, and must escape as per normal.
- Dex + K-brawl, difficulty 8, Str + 2, 1 action.
- Striking the Wind (shapeshift, !crinos)
- The Kani allows his opponent to hit him, thus bringing her close as
he changes to a larger form, then strikes. The Kani is automatically hit,
but their next strike is at -2 difficulty to hit.
- Dex + K-brawl, difficulty -2, damage as per maneuver, 1 action
- Subtle Draft (shapeshift, lupus)
- The Kani charges into an opponent while in lupus form, getting
underfoot and tripping her. He then shifts to a larger form to take
advantage of the situation. The opponent must make a Dex roll vs
difficulty 7, and score as many sucesses as the Kani, else be knocked
from their feet.
- Dex + K-brawl, difficulty 5, no damage, 1 action
- The Hurricane (shapeshift, homid, glabro)
- The Kanu assumes a larger, stronger form while throwing her opponent,
thus gaining the added momentum and change in leverage of the shapeshift.
Add sucesses to the strength roll (use jump table as an example).
The damage is usually Strength + [succ], but this may vary, depending
on what the opponent hits.
- Dex + K-brawl, difficulty 6, Str + succ damage, 1 action
- Rising Wind (shapeshift, !crinos)
- This maneuver was developed to fell the strongest opponents. The
Kani changes to a larger, stronger form while punching, kicking or
clawing the opponent.
- Dex + K-brawl, difficulty 5, damage as per maneuver + 1, 1 action
K-dodge maneuvers
- Whirlwind
- The Kani weaves her arms in a complex and rapid defensive pattern before
her. For each sucess, she may add one die to each blocking maneuver she
attempts during the same turn as this maneuver.
- Dex + K-dodge, difficulty 7, no damage, 1 action
- Catch the Wind
- The Kani can catch missiles fired at her, from rocks to darts to
arrows. Bullets and other high-speed projectiles cannot be caught. One
missile can be caught (diff 8) or deflected (diff 7); the player rolls
Dex + K-dodge and must gain as many sucesses as the opponent rolled
when releasing the missile.
- Dex + K-dodge, difficulty 7 or 8, no damage, 1 action
- Rollaway (shapeshift, !lupus)
- Whenever the Kani is toppled or brought to the ground, she can
switch to a 4legged form and instantly assume her footing.
- Dex + K-dodge, difficulty 4, no damage, no action
- Changing Breeze (shapeshift, !lupus, !homid)
- The Kani presents a large target to her opponent, then changes to
a small form, dodging the incoming attack. Each step down in size during
the dodge lowers the difficulty by 1 (max 2).
- Dex + K-dodge, difficulty 6 (-1 or -2), no damage, 1 action
- Melting Wind (shapeshift, !homid, !lupus)
- The Kani changes to a smaller form to break a hold. Any successes
on a Dex + K-dodge are then added to her Strength pool for escaping
the hold. If she botches the roll, she suffers additional damage.
- Dex + K-dodge, difficulty 6, Str + succ to escape, 1 action
- Moving Breeze (shapeshift, !homid, !lupus)
- The Kani changes to a smaller form (ideally lupus) when dodging. Each
sucess on her shapechanging roll adds one dice to her Dice pool when
dodging this attack.
- Dex + K-dodge, difficulty 6, no damage, 1 action