Post by Shadow Crusader on Nov 12, 2010 13:10:26 GMT -4
Name: Erik Brundvandnt
Chronicle: City of Darkness/CBbN
Residence: Apartment
Age: 32
Sex: Male
Occupaton: Security Officer
Demeanor: Caregiver- You desire to take care of others, ease their pain, and heal them. Regain Willpower whenever you successfully protect or nurture someone else.
Nature: Guardian- You have the strength, be it inner, physical, or both, to handle this hostile world, and desire to use that strength to protect the weaker folk around you. Regain Willpower when you successfully shield some worthy party from great harm.
Concept: Security Officer
Rank: 3
Breed: Lupus
Auspice: Ahroun
Tribe: Get of Fenris
Camp: Fangs of Garm
Native Language: Scandinavian
Secondary: French/American
Attributes
Physical (Primary)
Strength: 4
Dexterity: 3
Stamina: 3
Social (Tertiary)
Charisma: 2
Manipulation: 1
Appearance: 3
Mental (Secondary)
Perception: 4
Intelligence: 2
Wits: 2
Homid:
No
Change
Glabro:
Strength(+2)_____6
Stamina(+2)______5
Manipulation(-1)__0
Appearance(-1)____2
Crinos:
Strength(+4)_____8
Dexterity(+1)_____4
Stamina(+3)______6
Manipulation(-3)__0
Appearance 0
Hispo:
Strength(+3)_____7
Dexterity(+2)_____5
Stamina(+3)______6
Manipulation(-3)__0
+1 to Bite Damage
Lupus:
Strength(+1)_____4
Dexterity(+2)_____5
Stamina(+2)______5
Manipulation(-3)__0
--------------------------------------------------------------------------------
Abilities
Talents (Primary)
Alertness: 3
Athletics: 1
Kalindo:3
Dodge: 3..((2fp))
Primal-Urge: 4(2fp)
² Swimming: 2
Skills (Secondary)
Animal Ken: 2
Melee: 3
Stealth: 2
Survival: 2
²Tracking : 3
Knowledges (Tertiary):
Linguistics: 2
²Vampire Lore : 2
²Wyrm Lore : 4
² denotes a Secondary Ability Trait:
--------------------------------------------------------------------------------
Advantages
Backgrounds:
Mentor-3, Rites-1, Resouces(3 fp), Kinfolk-1
Gifts:
Level-1
Heighten senses(Breed)— The werewolf with
this Gift tunes in to the world around him, increasing his senses
vastly. When in Homid or Glabro form, her senses become as
sharp as those a wolf, allowing him to hear sounds beyond his
normal range, granting him superior night vision and making
his sense of smell stronger than that of any dog. In wolf forms,
his senses become preternaturally potent, allowing him to
perform feats that border on precognition. This Gift has drawbacks as well. If a fire alarm were to go off around a Garou using this Gift, it might render him helpless. Cities can barrage the
werewolf with a sensory overload. Wolf-spirits teach this Gift.
System: The player spends a Gnosis point. The effects last
for one scene. In Homid or Glabro forms, the werewolfs
Perception difficulties decrease by two, and he may roll Perception
+ Primal-Urge to perform sensory feats impossible for
humans (such as tracking by scent). In Crinos, Hispo and Lupus
forms, Perception difficulties decrease by three (which is not cumulative with the ordinary Lupus-form Perception bonuses),
and the werewolf gains an extra die to Primal-Urge dice pools.
Razor Claws(Auspice)...By raking his claws over
stone or another hard surface, the Ahroun hones them to razor
sharpness. Either a cat- or bear-spirit teaches this Gift.
System: The player spends one Rage point, and the Ahroun
must take a full turn to sharpen her claws. For the remainder of
the scene, her claw attacks do an additional die of damage.
Resist pain(Tribe)— Through force of will, the
Philodox is able to ignore the pain of his wounds and continue
acting normally. A bear-spirit teaches this Gift.
System: The player spends one Willpower point; his character
may ignore all wound penalties for the rest of the scene.
Level-2
Snarl of the Predator (Level Two) — The Garou lets
out a feral snarl that terrifies opponents and cows them into
submission. A wolf-spirit teaches this Gift.
System: The player rolls Charisma + Intimidation (difficulty
of the opponent's Wits + 3). Each success subtracts one
die from an opponent's dice pools on the next turn. This Gift
takes one full turn to invoke.
Level-3
Might of Thor (Level Three) — The Garou can
increase his strength tremendously, the better to slay his foes.
A wolf-spirit teaches this Gift; - System: The player spends one Gnosis and one Rage, then
rolls Willpower (difficulty 8) . The Garou's Strength doubles for
one turn per success. After the Gift wears off, the Get is
weakened considerably (Physical Attributes are considered 1,
and Willpower is halved) until he can rest for at least one hour.
Rites:
Rite of the Talisman Dedication
Level One
This rite allows a werewolf to bind objects to her body,
allowing these objects to fit her various forms (jeans will grow
to accommodate the size increase of the Crinos form, for
instance) and accompany the Garou into the Umbra. Such
talismans are most commonly mundane items, for spiritual
items such as fetishes and talens remain with the werewolf in all
forms automatically. A werewolf most often performs this rite
during the phase of the moon under which he was born. Each
auspice has its own peculiar ritual.
System: The cost is one Gnosis point per object dedicated,
and a character may never have more objects bound to himself
than his Gnosis score. Certain large objects (Storyteller's discretion)
are considered to be more than one for the purposes of "cost."
Similarly, the Storyteller may allow multiple objects to count as
one object if they are sufficiently related (and not an abuse of the
rite). The most common example is permitting a set of clothes to
count as "one object" rather than one shirt, one pair of pants and
so on. A generous Storyteller might allow a container's contents
(at the time of dedication) to count as part of the container — if,
again, the players aren't abusing the rite by doing so.
Renown:
Glory: 6
Honor: 3
Wisdom: 1
Rage: 6(1 Fp)
Gnosis: 5(4 fp)
Willpower: 7(4 Fp)
Rank: 3
--------------------------------------------------------------------------------
Merits:
Mixed Morph-1
Longevity-2
Flaws:
Potent Blood-3
Sterile-1
Pierced Veil-3...((Crinos form nae incites delerium))
Weapon Difficulty Damage Conceal
Klaive 6 Strength +2* J
Grand Klaive 7 Strength +4* T
* Aggravated damage; shapeshifters cannot soak
Combat Maneuvers
• - LJ
Jyr to drop 1 U
The following maneuvers are common practice in
klaivaskar, and anyone with Klaive Dueling can use them
when armed with a klaive. The difficulty and damage for
each maneuver represent a dagger-sized klaive; the number,
if any, in parentheses represents the difficulty and damage of
using the maneuver with a Grand Klaive. Naturally, klaives
and Grand Klaives can be used only in Homid, Glabro or
Crinos form.
• Caught Steel: The fighter locks klaives with her
opponent. Roll Dexterity + Klaive Dueling at a difficulty of
the target's Dexterity + Klaive Dueling. For each success
after the first, the fighter prevents her opponent from taking
one additional action during this turn. The opponent loses
any Rage spent to gain the prevented attacks. The fighter
can take no other actions during the turn he attempted this
maneuver, other than speech. ("You think you can best me,
charach? Think again!")
Roll: Dexterity + Klaive Dueling
Difficulty: Opponent's Dexterity + Klaive Dueling
Damage: None Actions: Special
• Disarm: The fighter attempts to force her opponent
to drop his klaive by twisting or knocking it from his hand.
The attacker's roll is contested against the target's Strength
(difficulty 6). If the attacker wins, the target's klaive flies
one yard for each of the attacker's net successes. If not, the
target does not lose his weapon. If the attacker botches, she
drops her klaive.
Roll: Strength + Klaive Dueling Difficulty: 6
Damage: None Actions: 1
• Feint: This move is the classic bluff: lead in one
direction, strike in another. The attacker may add one die
per success to her Dice Pool for her next attack against this
opponent. The feint's bonus dice are lost if not used in the
same or following turn.
Roll: Manipulation + Klaive Dueling Difficulty: 8
Damage: None Actions: 1
• Great Blow: The fighter puts everything into one
powerful swing, in hopes of severely injuring her opponent,
but she leaves herself open in the process. The difficulty of
any other actions taken this turn is increased by 2.
Roll: Dexterity + Klaive Dueling Difficulty: 6 (7)
Damage: Strength +6 (+8) Actions: 2
• Head Wound: Garou wounded by a klaive bleed
profusely because of their "allergy" to silver. Thus, the
fighter slashes the forehead of his opponent, whose vision
becomes obstructed by the flow of blood. The difficulty of
the opponent's strikes increases by 1 on the following turn.
The difficulty increase lasts for a number of turns equal to
the number of Health Levels of damage received.
Roll: Dexterity + Klaive Dueling Difficulty: 8 (9)
Damage: Strength +0 (+2) Actions: 1
• Jab: This quick strike serves to test an opponent's
defenses.
Roll: Dexterity + Klaive Dueling Difficulty: 5 (6)
Damage: Strength +0 (+2) Actions: 1
• Parry: The fighter uses her weapon to block her
opponent's attack. The fighter rolls Dexterity + Klaive Dueling
(difficulty 6); each success subtracts one success from the
opponent's attack. If the Klaive user parries an unarmed
opponent, the opponent rolls damage against himself.
Roll: Dexterity + Klaive Dueling Difficulty: 6
Damage: None Actions: 1
• Riposte: The fighter makes a rapid strike following a
parry. This strike may be used only immediately following a
parry.
Roll: Dexterity + Klaive Dueling Difficulty: 4 (5)
Damage: Strength +0 (+2) Actions: 1
• Silver Wall: The fighter swings his weapon in a
defensive pattern in front of himself. For each success, he
may add one die to each parrying maneuver he attempts
during the same turn as this maneuver. The fighter may
attempt only parries in the same turn that he creates the
"silver wall."
Roll: Dexterity + Klaive Dueling Difficulty: 7
Damage: None Actions: 1
• Thrust: The standard strike.
Roll: Dexterity + Klaive Dueling Difficulty: 6 (7)
Damage: Strength +2 (+4) Actions: 1
• Throw: A truly desperate fighter may throw her
klaive, though it was not designed to be used in that fashion.
Roll: Dexterity + Klaive Dueling Difficulty: 8 (9)
Damage: Strength +1 (+3) Actions: 1
Kailindo Gifts
The Wind-spirits teach the following Gifts only to
Kailindorani, and only to individuals who prove themselves
worthy.
• Harrying Wind (Level Two) — This Gift
summons a Wind-spirit to harass and bewilder an
opponent during combat.
System: The player rolls Manipulation + Leadership.
For one turn per success, the Kailindorani's opponent
has the difficulty of all his actions increased by 1.
The effects of Harrying Wind are not cumulative; using
the Gift multiple times against the same opponent
provides no additional advantage.
• Gathering Storm (Level Three) — This Gift
summons a group of Wind-spirits that engulf one opponent
in a cyclone, buffeting her with debris and hurling
her aside.
System: The player spends a Gnosis point and rolls
Manipulation + Primal-Urge. The opponent is thrown
two yards for each success scored and also loses one
Health Level per success. The opponent may soak this
damage normally
Kalindo Manuevers:
• Binding Wind: If a Kailindorani wishes to immobilize
his opponent without inflicting serious damage, he may
catch his opponent by the wrist and use momentum and
leverage to immobilize her. If the Kailindorani scores more
successes on his roll to hit than the opponent has dots in
Dexterity, the opponent is held motionless. Held opponents
may spend a point of Willpower to attack with another limb
or may free themselves by winning a contested roll of
Dexterity versus Dexterity (difficulty 6). Damage from this
maneuver is based on the Kalilindorani's skill rather than
strength. Opponents do not take damage for subsequent
turns they are held past the first.
Roll: Dexterity + Kailindo Difficulty: 6
Damage: Kailindo first turn; none subsequent
Actions: 1
• Deceptive Wind: The Kailindorani 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.
Roll: Dexterity + Kailindo Difficulty: 5
Damage: Strength +1 Actions: 1
• Falling Tempest: The Kailindorani launches himself
at his opponent and, airborne, catches her about the throat
with either his legs or arms. If the Kailindorani 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. Opponents in a chokehold lose one Health
Level each turn. Damage from the chokehold cannot be
soaked but does heal after an hour of rest. Opponents may
escape from the chokehold by winning a contested roll of
Strength versus Strength (difficulty 6).
Roll: Dexterity + Kailindo Difficulty: 8
Damage: Strength -1; subsequently, one Health Level
per turn while the hold lasts Actions: 1
• Forceful Wind: The Kailindorani makes a running
leap and delivers a powerful kick to her opponent's head or
upper torso. If the Kailindorani inflicts more Health Levels of
damage than the opponent has dots in Strength, the opponent
is knocked off his feet.
Roll: Dexterity + Kailindo Difficulty: 8
Damage: Strength +2 Actions: 2
• Little Cyclone: The Kailindorani crouches while
spinning around with his leg extended, knocking his opponent
from her feet. The Garou rolls Dexterity + Kailindo,
resisted by his opponent's Dexterity + Dodge (both difficulty
6). If the Kailindorani has any net successes, the
opponent falls.
Roll: Dexterity + Kailindo (resisted by foe's Dexterity
+ Dodge) Difficulty: 6
Damage: 1 die + 1 per extra success Actions: 1
Kailindo Shapeshifting Maneuvers
Each of these maneuvers requires the standard roll or
the expenditure of a Rage point to shapeshift into the
appropriate form.
• Changing Breeze: The Kailindorani presents a large
target to her opponent then changes to a smaller form, dodging
the incoming attack. Each success scored by the Kailindorani
on her shapechanging roll adds 1 to the difficulty of her
opponent's next attack (maximum difficulty 10).
Usable by: All except Homid or Lupus
Roll: Dexterity + Kailindo Difficulty: 7
Damage: None Actions: 1
• Fading Breeze: The Kailindorani steps back, changing
into a larger form (with a longer reach) while punching,
kicking or slashing with claws. The difficulties of one foe's
attacks for the turn increase by 1.
Usable by: All except Hispo or Crinos
Roll: Dexterity + Kailindo Difficulty: 7
Damage: As punch, claw or kick Actions:
Chronicle: City of Darkness/CBbN
Residence: Apartment
Age: 32
Sex: Male
Occupaton: Security Officer
Demeanor: Caregiver- You desire to take care of others, ease their pain, and heal them. Regain Willpower whenever you successfully protect or nurture someone else.
Nature: Guardian- You have the strength, be it inner, physical, or both, to handle this hostile world, and desire to use that strength to protect the weaker folk around you. Regain Willpower when you successfully shield some worthy party from great harm.
Concept: Security Officer
Rank: 3
Breed: Lupus
Auspice: Ahroun
Tribe: Get of Fenris
Camp: Fangs of Garm
Native Language: Scandinavian
Secondary: French/American
Attributes
Physical (Primary)
Strength: 4
Dexterity: 3
Stamina: 3
Social (Tertiary)
Charisma: 2
Manipulation: 1
Appearance: 3
Mental (Secondary)
Perception: 4
Intelligence: 2
Wits: 2
Homid:
No
Change
Glabro:
Strength(+2)_____6
Stamina(+2)______5
Manipulation(-1)__0
Appearance(-1)____2
Crinos:
Strength(+4)_____8
Dexterity(+1)_____4
Stamina(+3)______6
Manipulation(-3)__0
Appearance 0
Hispo:
Strength(+3)_____7
Dexterity(+2)_____5
Stamina(+3)______6
Manipulation(-3)__0
+1 to Bite Damage
Lupus:
Strength(+1)_____4
Dexterity(+2)_____5
Stamina(+2)______5
Manipulation(-3)__0
--------------------------------------------------------------------------------
Abilities
Talents (Primary)
Alertness: 3
Athletics: 1
Kalindo:3
Dodge: 3..((2fp))
Primal-Urge: 4(2fp)
² Swimming: 2
Skills (Secondary)
Animal Ken: 2
Melee: 3
Stealth: 2
Survival: 2
²Tracking : 3
Knowledges (Tertiary):
Linguistics: 2
²Vampire Lore : 2
²Wyrm Lore : 4
² denotes a Secondary Ability Trait:
--------------------------------------------------------------------------------
Advantages
Backgrounds:
Mentor-3, Rites-1, Resouces(3 fp), Kinfolk-1
Gifts:
Level-1
Heighten senses(Breed)— The werewolf with
this Gift tunes in to the world around him, increasing his senses
vastly. When in Homid or Glabro form, her senses become as
sharp as those a wolf, allowing him to hear sounds beyond his
normal range, granting him superior night vision and making
his sense of smell stronger than that of any dog. In wolf forms,
his senses become preternaturally potent, allowing him to
perform feats that border on precognition. This Gift has drawbacks as well. If a fire alarm were to go off around a Garou using this Gift, it might render him helpless. Cities can barrage the
werewolf with a sensory overload. Wolf-spirits teach this Gift.
System: The player spends a Gnosis point. The effects last
for one scene. In Homid or Glabro forms, the werewolfs
Perception difficulties decrease by two, and he may roll Perception
+ Primal-Urge to perform sensory feats impossible for
humans (such as tracking by scent). In Crinos, Hispo and Lupus
forms, Perception difficulties decrease by three (which is not cumulative with the ordinary Lupus-form Perception bonuses),
and the werewolf gains an extra die to Primal-Urge dice pools.
Razor Claws(Auspice)...By raking his claws over
stone or another hard surface, the Ahroun hones them to razor
sharpness. Either a cat- or bear-spirit teaches this Gift.
System: The player spends one Rage point, and the Ahroun
must take a full turn to sharpen her claws. For the remainder of
the scene, her claw attacks do an additional die of damage.
Resist pain(Tribe)— Through force of will, the
Philodox is able to ignore the pain of his wounds and continue
acting normally. A bear-spirit teaches this Gift.
System: The player spends one Willpower point; his character
may ignore all wound penalties for the rest of the scene.
Level-2
Snarl of the Predator (Level Two) — The Garou lets
out a feral snarl that terrifies opponents and cows them into
submission. A wolf-spirit teaches this Gift.
System: The player rolls Charisma + Intimidation (difficulty
of the opponent's Wits + 3). Each success subtracts one
die from an opponent's dice pools on the next turn. This Gift
takes one full turn to invoke.
Level-3
Might of Thor (Level Three) — The Garou can
increase his strength tremendously, the better to slay his foes.
A wolf-spirit teaches this Gift; - System: The player spends one Gnosis and one Rage, then
rolls Willpower (difficulty 8) . The Garou's Strength doubles for
one turn per success. After the Gift wears off, the Get is
weakened considerably (Physical Attributes are considered 1,
and Willpower is halved) until he can rest for at least one hour.
Rites:
Rite of the Talisman Dedication
Level One
This rite allows a werewolf to bind objects to her body,
allowing these objects to fit her various forms (jeans will grow
to accommodate the size increase of the Crinos form, for
instance) and accompany the Garou into the Umbra. Such
talismans are most commonly mundane items, for spiritual
items such as fetishes and talens remain with the werewolf in all
forms automatically. A werewolf most often performs this rite
during the phase of the moon under which he was born. Each
auspice has its own peculiar ritual.
System: The cost is one Gnosis point per object dedicated,
and a character may never have more objects bound to himself
than his Gnosis score. Certain large objects (Storyteller's discretion)
are considered to be more than one for the purposes of "cost."
Similarly, the Storyteller may allow multiple objects to count as
one object if they are sufficiently related (and not an abuse of the
rite). The most common example is permitting a set of clothes to
count as "one object" rather than one shirt, one pair of pants and
so on. A generous Storyteller might allow a container's contents
(at the time of dedication) to count as part of the container — if,
again, the players aren't abusing the rite by doing so.
Renown:
Glory: 6
Honor: 3
Wisdom: 1
Rage: 6(1 Fp)
Gnosis: 5(4 fp)
Willpower: 7(4 Fp)
Rank: 3
--------------------------------------------------------------------------------
Merits:
Mixed Morph-1
Longevity-2
Flaws:
Potent Blood-3
Sterile-1
Pierced Veil-3...((Crinos form nae incites delerium))
Weapon Difficulty Damage Conceal
Klaive 6 Strength +2* J
Grand Klaive 7 Strength +4* T
* Aggravated damage; shapeshifters cannot soak
Combat Maneuvers
• - LJ
Jyr to drop 1 U
The following maneuvers are common practice in
klaivaskar, and anyone with Klaive Dueling can use them
when armed with a klaive. The difficulty and damage for
each maneuver represent a dagger-sized klaive; the number,
if any, in parentheses represents the difficulty and damage of
using the maneuver with a Grand Klaive. Naturally, klaives
and Grand Klaives can be used only in Homid, Glabro or
Crinos form.
• Caught Steel: The fighter locks klaives with her
opponent. Roll Dexterity + Klaive Dueling at a difficulty of
the target's Dexterity + Klaive Dueling. For each success
after the first, the fighter prevents her opponent from taking
one additional action during this turn. The opponent loses
any Rage spent to gain the prevented attacks. The fighter
can take no other actions during the turn he attempted this
maneuver, other than speech. ("You think you can best me,
charach? Think again!")
Roll: Dexterity + Klaive Dueling
Difficulty: Opponent's Dexterity + Klaive Dueling
Damage: None Actions: Special
• Disarm: The fighter attempts to force her opponent
to drop his klaive by twisting or knocking it from his hand.
The attacker's roll is contested against the target's Strength
(difficulty 6). If the attacker wins, the target's klaive flies
one yard for each of the attacker's net successes. If not, the
target does not lose his weapon. If the attacker botches, she
drops her klaive.
Roll: Strength + Klaive Dueling Difficulty: 6
Damage: None Actions: 1
• Feint: This move is the classic bluff: lead in one
direction, strike in another. The attacker may add one die
per success to her Dice Pool for her next attack against this
opponent. The feint's bonus dice are lost if not used in the
same or following turn.
Roll: Manipulation + Klaive Dueling Difficulty: 8
Damage: None Actions: 1
• Great Blow: The fighter puts everything into one
powerful swing, in hopes of severely injuring her opponent,
but she leaves herself open in the process. The difficulty of
any other actions taken this turn is increased by 2.
Roll: Dexterity + Klaive Dueling Difficulty: 6 (7)
Damage: Strength +6 (+8) Actions: 2
• Head Wound: Garou wounded by a klaive bleed
profusely because of their "allergy" to silver. Thus, the
fighter slashes the forehead of his opponent, whose vision
becomes obstructed by the flow of blood. The difficulty of
the opponent's strikes increases by 1 on the following turn.
The difficulty increase lasts for a number of turns equal to
the number of Health Levels of damage received.
Roll: Dexterity + Klaive Dueling Difficulty: 8 (9)
Damage: Strength +0 (+2) Actions: 1
• Jab: This quick strike serves to test an opponent's
defenses.
Roll: Dexterity + Klaive Dueling Difficulty: 5 (6)
Damage: Strength +0 (+2) Actions: 1
• Parry: The fighter uses her weapon to block her
opponent's attack. The fighter rolls Dexterity + Klaive Dueling
(difficulty 6); each success subtracts one success from the
opponent's attack. If the Klaive user parries an unarmed
opponent, the opponent rolls damage against himself.
Roll: Dexterity + Klaive Dueling Difficulty: 6
Damage: None Actions: 1
• Riposte: The fighter makes a rapid strike following a
parry. This strike may be used only immediately following a
parry.
Roll: Dexterity + Klaive Dueling Difficulty: 4 (5)
Damage: Strength +0 (+2) Actions: 1
• Silver Wall: The fighter swings his weapon in a
defensive pattern in front of himself. For each success, he
may add one die to each parrying maneuver he attempts
during the same turn as this maneuver. The fighter may
attempt only parries in the same turn that he creates the
"silver wall."
Roll: Dexterity + Klaive Dueling Difficulty: 7
Damage: None Actions: 1
• Thrust: The standard strike.
Roll: Dexterity + Klaive Dueling Difficulty: 6 (7)
Damage: Strength +2 (+4) Actions: 1
• Throw: A truly desperate fighter may throw her
klaive, though it was not designed to be used in that fashion.
Roll: Dexterity + Klaive Dueling Difficulty: 8 (9)
Damage: Strength +1 (+3) Actions: 1
Kailindo Gifts
The Wind-spirits teach the following Gifts only to
Kailindorani, and only to individuals who prove themselves
worthy.
• Harrying Wind (Level Two) — This Gift
summons a Wind-spirit to harass and bewilder an
opponent during combat.
System: The player rolls Manipulation + Leadership.
For one turn per success, the Kailindorani's opponent
has the difficulty of all his actions increased by 1.
The effects of Harrying Wind are not cumulative; using
the Gift multiple times against the same opponent
provides no additional advantage.
• Gathering Storm (Level Three) — This Gift
summons a group of Wind-spirits that engulf one opponent
in a cyclone, buffeting her with debris and hurling
her aside.
System: The player spends a Gnosis point and rolls
Manipulation + Primal-Urge. The opponent is thrown
two yards for each success scored and also loses one
Health Level per success. The opponent may soak this
damage normally
Kalindo Manuevers:
• Binding Wind: If a Kailindorani wishes to immobilize
his opponent without inflicting serious damage, he may
catch his opponent by the wrist and use momentum and
leverage to immobilize her. If the Kailindorani scores more
successes on his roll to hit than the opponent has dots in
Dexterity, the opponent is held motionless. Held opponents
may spend a point of Willpower to attack with another limb
or may free themselves by winning a contested roll of
Dexterity versus Dexterity (difficulty 6). Damage from this
maneuver is based on the Kalilindorani's skill rather than
strength. Opponents do not take damage for subsequent
turns they are held past the first.
Roll: Dexterity + Kailindo Difficulty: 6
Damage: Kailindo first turn; none subsequent
Actions: 1
• Deceptive Wind: The Kailindorani 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.
Roll: Dexterity + Kailindo Difficulty: 5
Damage: Strength +1 Actions: 1
• Falling Tempest: The Kailindorani launches himself
at his opponent and, airborne, catches her about the throat
with either his legs or arms. If the Kailindorani 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. Opponents in a chokehold lose one Health
Level each turn. Damage from the chokehold cannot be
soaked but does heal after an hour of rest. Opponents may
escape from the chokehold by winning a contested roll of
Strength versus Strength (difficulty 6).
Roll: Dexterity + Kailindo Difficulty: 8
Damage: Strength -1; subsequently, one Health Level
per turn while the hold lasts Actions: 1
• Forceful Wind: The Kailindorani makes a running
leap and delivers a powerful kick to her opponent's head or
upper torso. If the Kailindorani inflicts more Health Levels of
damage than the opponent has dots in Strength, the opponent
is knocked off his feet.
Roll: Dexterity + Kailindo Difficulty: 8
Damage: Strength +2 Actions: 2
• Little Cyclone: The Kailindorani crouches while
spinning around with his leg extended, knocking his opponent
from her feet. The Garou rolls Dexterity + Kailindo,
resisted by his opponent's Dexterity + Dodge (both difficulty
6). If the Kailindorani has any net successes, the
opponent falls.
Roll: Dexterity + Kailindo (resisted by foe's Dexterity
+ Dodge) Difficulty: 6
Damage: 1 die + 1 per extra success Actions: 1
Kailindo Shapeshifting Maneuvers
Each of these maneuvers requires the standard roll or
the expenditure of a Rage point to shapeshift into the
appropriate form.
• Changing Breeze: The Kailindorani presents a large
target to her opponent then changes to a smaller form, dodging
the incoming attack. Each success scored by the Kailindorani
on her shapechanging roll adds 1 to the difficulty of her
opponent's next attack (maximum difficulty 10).
Usable by: All except Homid or Lupus
Roll: Dexterity + Kailindo Difficulty: 7
Damage: None Actions: 1
• Fading Breeze: The Kailindorani steps back, changing
into a larger form (with a longer reach) while punching,
kicking or slashing with claws. The difficulties of one foe's
attacks for the turn increase by 1.
Usable by: All except Hispo or Crinos
Roll: Dexterity + Kailindo Difficulty: 7
Damage: As punch, claw or kick Actions: