Hybrid Maneuvers And Kalindo Techniques
Punch / Kick / Grab / Athletics / Block / Focus [A - M] / Focus [N - Z] / Weapon / Index
Errata / Backgrounds / Hybrid Character Creation / Cyborg Character Creation
A table of contents is not provided for the first section as all maneuvers here are reprints from other lists. Please use the following anchor links to skip directly to a section. Use the Home key to return here if your browser supports that function.
Punch | Kick | Block | Grab | Athletics | Focus
This page also includes the Kalindo maneuver set.
Claw [hybrid maneuver]
Cost: none
Speed: +1
Damage: +1
Move: -1
Requirements: Punch * or Weapon: Claw *
Power Points: Animal Hybrid 2
School System Power Points: Inhuman 2
Description: A hybrid with claws can put them to work slashing their
foe.
System: Use the listed modifiers. At GM discretion claws may automatically
inflict aggravated damage. This maneuver can also be used as a weapon maneuver
as the alternate requirement above suggests.
Source: Player’s Guide
Claw Rush [hybrid maneuver]
Cost: 1 Willpower
Speed: +1
Damage: +5
Move: +2
Requirements: Punch ****, Athletics *, Claw or
Weapon: Claw ***
Power Points: Animal Hybrid, Dirty Fighting 2, Spanish Ninjitsu 4
School System Power Points: Inhuman, Dirty Fighting 2, Hunter 3
Description: This is a dashing strike using the hybrid’s claws. Like
a normal Dashing Punch this maneuver is quite fast and hard-hitting.
System: Use the listed modifiers. The hybrid must move in a straight
line to reach their intended target. These numbers already include claw damage
and potential weapon bonuses.
Source: editor
Leaping Rake [hybrid
maneuver]
Cost: 1 Willpower
Speed: +1
Damage: +1 (add claw damage)
Move: +1
Requirements: Punch **, Athletics *, Jump,
Claw, Wall Spring
(see below)
Power Points: Animal Hybrid 2
School System Power Points: Inhuman 2
Description: The fighter leaps at her opponent raking him with her
claws as she passes. The Leaping Rake is a rather feral, if sometimes effective,
maneuver for bypassing obstinate foes and terrorizing mundane humans.
System: This is an aerial maneuver and it only works if the attacker
has enough Move to go past their opponent. The hybrid adds damage from their
claws to the modifier listed below. The attacker moves, rolls for damage,
then continues moving, unless interrupted, to end their turn. This maneuver
can be performed from a wall spring.
Source: Warrior’s World
Claw Catch
[hybrid maneuver]
Cost: none
Speed: -1
Damage: +3
Move: +0
Requirements: Kick **, Grab *
Power Points: Animal Hybrid 2
School System Power Points: Inhuman 2
Description: The hybrid must have claws on their feet or otherwise
be able to grip things with their feet. By grabbing onto the opponent with
one foot the hybrid gives themselves enough leverage to jump up and kick with
their other leg.
System: This maneuver requires one success on a Grab check to get into
position. The victim is knocked down.
Source: editor
Thunder Wheel
[hybrid maneuver]
Cost: none
Speed: -1
Damage: +1/-1
Move: +0
Requirements: Kick ***, Athletics **
Power Points: Animal Hybrid 3
School System Power Points: Inhuman 3
Description: The hybrid kicks into their opponent with one leg into
a backflip. As they spin they strike with their tail before landing on their
feet. The hybrid must have a strong tail to use this trick.
System: The first damage test uses Kick and the second Athletics.
Source: editor
Wing Defense
[hybrid maneuver]
Cost: none
Speed: +3
Damage: none
Move: -3
Requirements: Block ***, Athletics ***
Power Points: Animal Hybrid 3
School System Power Points: Inhuman 3
Description: A hybrid with wings can use them to disorient, distract,
and throw off balance an attacking foe. This is not a block and the hybrid
does not try to intercept the force of a blow with their wings – which are
generally rather fragile limbs. Rather the wings become part of an elaborate
dance that misdirects enemies.
System: Wing Defense may be used as an abort maneuver and can be combined
with the Block basic maneuver for the purposes of total soak for that combat
turn – using this maneuver’s speed and not Block’s. While active all attempts
to hit the evasive hybrid are at +1 difficulty. If struck one success on the
damage roll is automatically negated as the defensive form dissipates some
of the energy therein. This is considered a Block for the purposes of speed
bonuses.
Source: editor
Bite
[hybrid maneuver]
Cost: none
Speed: -1
Damage: +1
Move: 1
Requirements: Grab **, Athletics *
Power Points: Animal Hybrid 2
School System Power Points: Inhuman 2
Description: The hybrid uses their ripping jaws to bite into their
opponent.
System: The hybrid must enter their opponent’s hex to inflict damage.
Use the listed modifiers. This inflicts aggravated damage.
Source: Player’s Guide
Bite Hold
[hybrid maneuver]
Cost: 1 Willpower
Speed: -1
Damage: +1
Move: 1
Requirements: Grab ***, Athletics **, Ripping
Bite
Power Points: Animal Hybrid 3
School System Power Points: Inhuman 3
Description: This maneuver, which most street fighters consider little
more then pure bestial instinct, is common in the animal kingdom. The hybrid
grabs ahold of their foe and bites into them. Unlike Ripping Bite the objective
isn't to tear the opponent apart but to keep holding and inflict injury through
constriction and blood loss. These bites are always excruciatingly painful
- as anyone who has been bitten by a snapping turtle can attest. Because of
the damage this maneuver causes it is considered highly dishonorable in most
tournaments.
System: This is a sustained hold with a maximum duration of twice the
attacker's Grab technique. The attacker must specify the location of their
bite. The head and neck are small targets and are thus difficulty 8 but the
resulting penalties accumulate every other round. Otherwise, at the end of
every third round the hold is maintained the defender temporarily loses a
point of either Dexterity or Stamina - starting with Dexterity and alternating
each time down to a minimum of 1 each. These penalties last until the defender
is healed through Regeneration or at a rate of one per day of rest.
Source: editor
Death Roll
[hybrid maneuver]
Cost: 2 Willpower
Speed: -2
Damage: +2/+9
Move: see desc
Requirements: Grab ***, Athletics ***, Bite Hold
Power Points: Animal Hybrid 4
School System Power Points: Inhuman 4
Description: The Death Roll is the death blow used by crocodiles and
alligators the world over. They grab their prey in a vise grip and drag them
underwater. Once there they roll over and over until their victim expires.
System: This is a sustained hold and requires a body of water. On the
first round the attacker grabs their intended target in the bite lock using
the +2 damage listed modifier. In the following round, provided the hold is
maintained, the attacker then makes a contested strength roll against the
defender (difficulty 7 for the defender if they are knocked down). No damage
is inflicted at this time. If the strength roll succeeds the attacker drags
the defender up to two hexes backwards. Repeat this process until the attacker
reaches the intended body of water.
Once underwater the rolling begins and the hold inflicts damage using the
second damage listed modifier. The defender automatically begins drowning -
suffering aggravated damage each round - if any damage from the hold goes
unsoaked.
Source: editor
Head Bite
Cost: none
Speed: +1
Damage: +3
Move: 1
Requirements: Grab **
Power Points: Animal Hybrid, Boxing, Dirty Fighting 1, Capoeira, Lua,
Pankration, Sanbo, Bando 2, Any 3
School System Power Points: Inhuman, Boxing, Dirty Fighting 1, Capoeira,
Grappler 2, Any 3
Description: Some Street Fighters either have a little vampirism in
them or, like Blanka, are just downright savage. It's a nasty move but some
fighters have been known to leap onto their opponents and bite right into
their necks.
System: This is a sustained hold and inflicts damage each turn the
hold is maintained.
Source: Core Rulebook
Jaw Spin
[hybrid maneuver]
Cost: 1 Willpower
Speed: +1
Damage: +5
Move: 0
Requirements: Grab ****, Athletics ***, Tearing
Bite
Power Points: Animal Hybrid 3
School System Power Points: Inhuman 3
Description: This is truly a terrifying tactic to witness. The fighter
assumes a crouching stance and waits for their opponent's attack. When the
attack is launched the hybrid jumps, grips their assailant's limb in their
jaws, and clamps down while still moving.
System: To be successful the hybrid must be faster than their opponent.
Both fighters are knocked down in the same hex.
Source: Player’s Guide
Ripping Bite
[hybrid maneuver]
Cost: 1 Willpower
Speed: -1
Damage: +1
Move: 1
Requirements: Grab ***, Bite
Power Points: Animal Hybrid 2
School System Power Points: Inhuman 2
Description: Animal hybrid Street Fighters often use their jaws as
weapons. The fighter chomps down on the limb he wishes to weaken and then
tries to tear the muscles and ligaments from their connecting tissue. It is
because of this maneuver (and others like it) that animal hybrids are looked
down upon in and out of tournaments.
System: The fighter leaps forward and indicates which limb they wish
to strike. A successful roll inflicts damage and causes the target to suffer
a -1 penalty on both Strength and Dexterity when using maneuvers requiring
that limb for the remainder of combat. This maneuver can be performed multiple
times on the same opponent but only one bite per limb is effective.
Source: Player’s Guide
Tail Trip
[hybrid maneuver]
Cost: none
Speed: -1
Damage: +2
Move: 2
Requirements: Grab **, Athletics *
Power Points: Animal Hybrid 2
School System Power Points: Inhuman 2
Description: Tail Trip is a simple maneuver in concept although
it does require a good sense of balance to use effectively. The hybrid
must have a tail to perform this maneuver. Using it as a prehensile extension
they take an opponent off their feet.
System: Use the listed modifiers. An opponent hit by this is knocked
down unless they were blocking.
Source: editor
Tearing Bite
[hybrid maneuver]
Cost: 1 Willpower
Speed: +1
Damage: +4
Move: 1
Requirements: Grab **, Athletics **, Head Bite
Power Points: Animal Hybrid 2
School System Power Points: Inhuman 2
Description: This special maneuver is similar to the Head Bite except
that as the fighter's teeth bear down on his opponent's neck he also applies
leverage to the victim and throws him over his back.
System: After applying damage the attacker then throws their opponent
in the opposite direction from the one they are facing. The victim travels
a number of hexes equal to the fighter's Strength -1.
Source: Player’s Guide
Burning Tail [hybrid
maneuver]
Cost: 1 Chi
Speed: -1
Damage: +2/+0
Move: -1
Requirements: Athletics ***, Focus ***, Tail
Slash
Power Points: Animal Hybrid 2, Mystic, Elemental: Fire 3, Any 4
School System Power Points: Inhuman, Mystical, Elemental: Fire 3,
Any 4
Description: The hybrid whips an enemy with their tail after igniting
it with their chi. The result is explosive. This maneuver can be used by
non-hybrids by substituting an article of clothing for the tail. However
learning this form of the maneuver is difficult because so few fighters
actually use it.
System: Use the listed modifiers for two damage tests. The first uses
Athletics and the first damage modifier below. The second uses Focus, the
second damage modifier below and is treated as if the source of damage were
a Focus maneuver. The fire created by this maneuver is actual fire and can
ignite objects touched, inflict burns, etc.
Source: editor
Burning Wings
Cost: 1 Chi
Speed: +0
Damage: +2/+1
Move: -2
Requirements: Athletics ***, Focus ***
Power Points: Mystic, Elemental: Air, Elemental: Fire, Animal Hybrid
3
School System Power Points: Inhuman, Mystical, Elemental: Air, Elemental:
Fire 3
Description: This graceful, yet strange, maneuver mimics birds in
a way only those kamikaze enough to use their full bodies as weapons would
think to try. It has since caught on with animal hybrids blessed with natural
wings. The fighter closes with their opponent and tumbles into them wrapped
in a blazing coat of chi that looks like a pair of translucent wings rising
from their back.
System: The fighter must enter their opponent’s hex to deal damage.
There are two damage tests. The first uses Athletics and the +2 modifier
below. The second uses Intelligence + Focus with the +1 modifier. After
damaging their opponent the fighter then rolls into an adjacent hex.
Source: editor
Dragon's Tail [hybrid
maneuver]
Cost: 1 Willpower
Speed: -1
Damage: +5
Move: -2
Requirements: Athletics ****, Upper Tail
Strike
Power Points: Animal Hybrid 3
School System Power Points: Inhuman 4
Description: This special maneuver is similar to the Upper Tail Strike
but is more difficult to control and requires greater strength and coordination
to perform. The fighter leans forward as if winding up for a powerful uppercut.
He then shifts his weight in the other direction while twisting his lower
body to snap the tail forward. Using sheer brute strength and momentum the
fighter crashes his tail across the upper body of the target.
System: The target suffers a knockdown if airborne otherwise a grounded
target damaged by the Dragon's Tail will be pushed one hex directly away from
the fighter.
Source: Player’s Guide
Gore [hybrid maneuver]
Cost: none
Speed: +0
Damage: +1
Move: +0
Requirements: Athletics *
Power Points: Animal Hybrid 1
School System Power Points: Inhuman 1
Description: An animal hybrid who sports horns can do some serious
damage with them if they are large enough. Like an angry bull, the hybrid
strikes with deadly intent.
System: In order to inflict damage the hybrid must enter the defender's
hex and attack. One point of damage inflicted by this maneuver is always aggravated
while the rest is bashing, as normal. If the Animal Hybrid also defeats the
defender in a contested Strength roll the defender is lifted off their feet
and thrown one hex in any direction.
Source: editor
Pounce [hybrid maneuver]
Cost: 1 Willpower
Speed: -1
Damage: +2
Move: +4
Requirements: Athletics ***, Jump
Power Points: Animal Hybrid 2
School System Power Points: Inhuman 2
Description: The fighter drops into a crouch and explodes into a mighty
leap at her prey. The ferocity of this maneuver often takes opponents by surprise.
Experienced fighters may be tipped off by the low growl emanating from the
fighter as she concentrates on the upcoming leap.
System: The hybrid hurls themselves at their opponent. This is considered
an aerial maneuver and can be used to avoid projectiles. The fighter lands
on top of their opponent so both end the round in the same hex. If any damage
is scored the opponent also suffers a knockdown.
Source: Player’s Guide
Rocket Wheel [hybrid
maneuver]
Cost: 1 Willpower
Speed: +3
Damage: +0/+3
Move: 2
Requirements: Athletics ***, Grab **, Pounce,
Back Roll
Power Points: Animal Hybrid 3
School System Power Points: Inhuman 3
Description: Some hybrids seem to enjoy full body fighting that takes
advantage of their size and weight. In this maneuver the hybrid combines a
Pounce and a Back Roll. After the initial leap, using their momentum to help
them, the hybrid grabs his foe, and throws himself onto the opponent's back.
The force of this fall knocks their opponent to the ground.
System: There are two damage tests and both fighters are knocked down
in the same hex. The first damage roll is impact and the second is falling
damage.
Source: editor
Tail Slash [hybrid maneuver]
Cost: none
Speed: -1
Damage: +2
Move: -1
Requirements: Athletics **
Power Points: Animal Hybrid 2
School System Power Points: Inhuman 2
Description: The hybrid whips an opponent with their tail lashing and
bruising them. It is a crude maneuver but more than one hybrid has won a bout
by angering their opponent using it. Most Street Fighters would be embarrassed,
if not insulted, if it were used on them.
System: Use the listed modifiers. A hybrid with tail plates or spines
has a damage modifier of +4 instead of the +2 listed below. This can be purchased
as an aerial maneuver.
Source: Player’s Guide
Tail Spin [hybrid maneuver]
Cost: none
Speed: -1
Damage: +2
Move: none
Requirements: Athletics **
Power Points: Animal Hybrid 1
School System Power Points: Inhuman 2
Description: The hybrid must have a tail to perform this maneuver.
They quickly spin in place damaging anyone adjacent to them with their lashing
tail.
System: Use the listed modifiers. This maneuver deals damage to everyone
occupying an adjacent hex.
Source: editor
Tail Sweep [hybrid maneuver]
Cost: none
Speed: -1
Damage: +1
Move: none
Requirements: Athletics ***, Upper Tail
Strike
Power Points: Animal Hybrid 2
School System Power Points: Inhuman 3
Description: By crouching low to the ground and spinning around the
fighter may strike with her tail. Of course the fighter must possess a tail.
It sweeps out in a circle smashing into the feet of all opponents in the hexes
surrounding the fighter. All targets will suffer damage and a knockdown. Because
this is a crouching maneuver jumping or airborne targets will not be hit.
System: Anyone in the six hexes surrounding the attacker will be struck
and (if damage is done) suffer a knockdown. This includes allies of the fighter
who stray too close when the Tail Sweep is used. This is a crouching maneuver.
Source: Player’s Guide
Trample
Cost: none
Speed: -1
Damage: +4
Move: -2
Requirements:Athletics *
Power Points: Animal Hybrid 1, Any 2
School System Power Points: Inhuman 1, Any 2
Description: Trampling is something rarely endured by humans. It is
the simple act of being run over by others while knocked down. Although it
may seem innocuous enough it can quickly prove fatal as the victim is crushed
underfoot.
System: The defender must be knocked down and the attacker must enter
and pass through their hex in order to inflict damage. If the attacker botches
the damage roll they too are knocked down and both suffer impact damage via
Stamina rolls. This is almost never used as a maneuver on its own except by
some animal hybrids but covers instances where characters can be trampled
underfoot such as by a panicked crowd.
Source: editor
Typhoon Tail [hybrid
maneuver]
Cost: 1 Chi, 1 Willpower
Speed: -2
Damage: +5/+2
Move: +1
Requirements: Athletics ***, Tail Sweep,
Jump
Power Points: Animal Hybrid 3
School System Power Points: Inhuman 3
Description: The Typhoon Tail seems to have been inspired by the Hurricane
Kick taught in Shotokan Karate. The fighter uses her leg muscles to propel
herself high into the air. As she descends she pirouettes - tucking her legs
beneath her body and allowing the tail to extend in a circle around her angling
her descent to strike her target's head.
System: The fighter begins the Typhoon Tail by moving up to their designated
move in hexes. During this time the fighter is airborne. Any opponent in the
final hex of movement will be hit by the attacker's knees and takes damage
at a +5 modifier. This opponent is also knocked back one hex along the attacking
fighter's trajectory. At this point all fighters in adjacent hexes, including
the one just hit, are struck by the spinning tail and are knocked back one
hex away from the attacker. The Damage modifier for the second attack is +2.
Source: Player’s Guide
Upper Tail Strike [hybrid
maneuver]
Cost: none
Speed: +1
Damage: +2
Move: 1
Requirements: Athletics ***
Power Points: Animal Hybrid 3
School System Power Points: Inhuman 3
Description: By twisting her hips the fighter may use her tail to strike
at the head of an opponent directly in front of her. The ferocity of such
an attack often takes fighters by surprise, especially ones trained to watch
only the hands, feet and eyes of an opponent.
System: This attack uses the modifiers below. Airborne or jumping opponents
will suffer a knockdown if any damage is inflicted.
Source: Player’s Guide
Camouflage [hybrid maneuver]
Cost: 1 Chi
Speed: see desc
Damage: see desc
Move: see desc
Requirements: Focus ***
Power Points: Animal Hybrid 3
School System Power Points: Inhuman 3
Description: The hybrid with this ability can emulate a chameleon and
alter their skin color to better match their environment.
System: The effect of Camouflage lasts for as long as the hybrid wishes
although a change of environment will necessitate using this ability again
to continue blending. While active all efforts to spot the hybrid at a distance
greater than 10’ are difficulty 9 if they are still and difficulty 8 if they
are moving. This does not stack with other maneuvers that hide a fighter.
Source: editor
Poison Cloud
[hybrid maneuver]
Cost: 1 Chi
Speed: +0
Damage: see desc
Move: 1
Requirements: Focus ***
Power Points: Animal Hybrid 4
School System Power Points: Inhuman 4
Description: The hybrid releases a cloud of noxious, toxic chemicals
from their body. This cloud is heavier then air and gradually sinks but not
before inflicting those who come into contact with it with all manner of ailments.
The most common form of this cloud is not life-threatening but severely irritates
the eyes, noses, and throats of it’s victims. Some hybrids effect the nervous
system which can lead to paralysis.
System: The cloud fills the hybrid’s hex and all six adjacent hexes.
Gradually it disperses outward as the cloud breaks up. The cloud will travel
with a strong breeze.
When purchased the hybrid must specify what the cloud does. If it irritates
the eyes then all who enter the cloud will be effectively blinded for a number
of rounds equal to the hybrid’s Intelligence + Focus or until they take the
time to wash the poison away. Combatants who wish to fight must do so using
Blind Fighting.
A paralytic causes a temporary loss of 1 Dexterity to all whom are affected.
Multiple rounds spent in this cloud are cumulative as more and more poison
is inhaled. Anyone who drops to 0 Dexterity or is affected a number of times
exceeding their Stamina becomes paralyzed and unable to move or act. This
effect recedes at a rate of 1 point per hour of rest.
Source: editor
Poisonous Strike
[hybrid maneuver]
Cost: 1 Chi
Speed: see desc
Damage: see desc
Move: see desc
Requirements: Focus **
Power Points: Animal Hybrid 3, Any 4 (see below)
School System Power Points: Inhuman 3, Any 4
Description: Hybrids who have been mixed with poisonous animals like
snakes and scorpions can inject their feral side’s toxic brew with their teeth
or claws. Poisonous Strike is not an attack played on it’s own. It must be
combined with a bite or claw strike.
System: The hybrid must specify when using a piercing attack if they
wish to use this modifier. Anyone affected by the poison suffers a -1 penalty
to Stamina and Strength for one hour. There is no roll to resist unless the
target has a resistance to poison. In that case they may use a generic base
Stamina roll or use the rules outlined in an applicable defensive ability.
A hybrid generally has enough poison for 1 injection per two points of Stamina
they themselves possess - if going by mass (the default).
Poisonous Strike can also be used as a generic venom attack from non-hybrid
sources: poisoned blades, poison darts and pills, etc. If used in combat the
strike uses the speed, damage, and movement ratings of whatever maneuver is
being used to administer the assault.
Source: editor
Sonic Sight
Cost: 1 Chi
Speed: none
Damage: none
Move: none
Requirements: Focus ***
Power Points: Mystic, Animal Hybrid, Elemental: Sonic 3
School System Power Points: Mystical, Inhuman, Inner, Elemental: Sonic
3
Description: Being able to see purely by sound has it’s advantages
for the blind. Although most come to navigate proficiently based on sound
one who has mastered this ability can visualize the world around them based
on sound waves bouncing around.
System: Sonic Sight is not an attack. It is activated by paying 1 Chi
and from then on is always considered to be active unless the fighter consciously
wishes for it not to be. Sonic Sight takes the place of any normal eyesight
the fighter has. The fighter can only be surprised by things that are insubstantial
or which can disrupt sound vibrations. Extremely loud noises (foghorns, Ear
Pop, Stunning Shout, etc.) will confuse the fighter to the point where they
are effectively blind. This does not stack with other sight-modifying abilities.
Source: editor
Thermal Vision
Cost: 1 Chi
Speed: none
Damage: none
Move: none
Requirements: Focus **
Power Points: Ninjitsu, Mystic, Animal Hybrid 2
School System Power Points: Hunter, Inhuman 2
Description: The eyes of some hybrids are attuned to detect heat instead
of reflected light. The hybrid sees the world around them as forms of hot
and cool masses. The hotter an object is the brighter it becomes.
System: This is not an attack. Once activated Thermal Vision takes
the place of other forms of vision (with which it does not stack). This does
not grant X-Ray vision as some movies would like to claim. Heat obstructed
by objects such as trees and walls renders their sources just as invisible
as one would expect with normal sight.
The effectiveness of Thermal Vision will vary depending on the environment.
For example, seeing a hot car in the desert during the day would be difficult
because of heat radiating from the desert floor. At night when the desert
cools such a vehicle could be easily spotted from a great distance. For this
reason most animal hybrids who see exclusively via this method are nocturnal.
Source: editor
Venom
[hybrid maneuver]
Cost: 1 Chi
Speed: +1
Damage: +2 (see desc)
Move: -2
Requirements: Focus **, Athletics **, Grab **, Bite
Power Points: Animal Hybrid 2
School System Power Points: Inhuman 2
Description: The fighter has fangs which allow him to inject a mild
poison into his target. The poison will paralyze small animals but only serves
to slow, burn, and irritate tougher Street Fighters.
System: On a successful attack the target suffers damage according
to the modifiers below. For the next turn (10 rounds = 1 turn) plus a number
of rounds equal to the hybrid’s Focus the victim will act at -1 speed and
lose one additional Health Level per 3 rounds of the poison's effect. Although
this damage is not aggravated it can only be healed through complete rest
at a rate of 1 Health per day. Venom may not be used in conjunction with other
biting attacks - although it may be worked into an effective combination with
other biting attacks. Multiple bites do not stack. This poison does not work
in conjunction with Poisonous Strike.
Source: Player’s Guide
Kalindo is the art of shapeshifting in the thick of combat
in order to seize the advantage of a new form in the tiny window of opportunity
in which it appears. Maneuvers which require shapeshifting in the middle of
the fighter's action use a Wits + Kalindo roll to determine if the attempt
to shapeshift is successful. One success is generally needed unless the maneuver's
description says otherwise. The maneuver automatically fails if the fighter
cannot shift forms.
Only ONE Kalindo technique can be used per combat turn.
They must be declared at the beginning of the round. Unless the modifiers
on the maneuvers below state otherwise when used alongside other maneuvers
combine the total modifiers per category to reach the final values for that
round. For example using a Kalindo technique in the same round as a Fierce
punch would modify that punch's speed, damage, and movement respectively.
All Kalindo maneuvers require ranks in the Kalindo background and use the listed technique for damage purposes. For speed and damage use the hybrid's physical attributes for the form they begin the combat round in. These maneuvers were adapted from Werewolf: The Apocalypse 2nd Edition. In that system it is known as Kailindori and its practitioners are Kailindorani. This Street Fighter system uses a different nomenclature to differentiate from the Werewolf version.
| A: Alter Scent |
| B: Binding Wind / Bonecracker |
| C: Carapace / Changing Breeze / Craven Kinship |
| E: Embrace the Beast / Extra Limbs |
| F: Fading Breeze / Feral Guidance / Form of the Destroyer / Foul Humor |
| G: Growing Tempest |
| H: Hummingbird Dart / The Hurricane |
| I: Iron Claws |
| L: Leaping Kick / Leap of Storms |
| M: Melting Mist / Molt / Moon Howler's Curse |
| N: No Moon / Nose Rake |
| Q: Quill Skin |
| R: Razor Feathers / Rising Storm |
| S: Shifting Sands / Silver Silhouette / Silver Touch / Steel Jaws / Storm Dance / Strike the Wind / Subtle Draft |
| T: Tempest Body Block / The Lion's Roar |
| V: Vocal Mimicry / Voice of Harano |
| W: Wasp Talons / Whirlwind / Winter Coat / Wolf Flux |
Alter Scent
Cost: 1 Chi
Speed: none
Damage: none
Move: none
Return to ToC
Requirements: Kalindo **, Focus *
Power Points: Kalindo 1
Description: Subtle changes in body chemistry can change, wholesale,
how an animal smells. The Kalindori learns how to take advantage of this fact
and can manipulate the scent they leave behind. Drastic changes are beyond
the scope of this technique but it can save a desperate hybrid's life if used
properly.
System: The Kalindori rolls Wits + Kalindo as usual. Successes on this
roll subtract from the successes of anything attempting to identify or track
the hybrid via scent. If the hybrid is naturally odorous in one form they
can use successes to supress this for up to one hour. Bathing, aromatic oils
and mild perfumes can help cement the illusion.
Source: editor
Binding
Wind
Cost: none
Speed: +0
Damage: +1
Move: 2
Return to ToC
Requirements: Kalindo *, Grab **
Power Points: Kalindo 2
Description: Built upon the human martial art Jiu Jitsu which emphasizes
turning an opponent's energies back upon them, the Kalindori seizes his opponent
by the arm as they attempt to strike and, using their own momentum plus the
shifting Kalindori's changing mass, leverages them into a hold. The goal of
this maneuver is not to harm the opponent but to restrain them.
System: This is a sustained hold but does no damage beyond the first
round. All contests to break the hold use base Dexterity versus Dexterity.
The Kalindori adds their Kalindo background as extra dice to their pool.
Source: editor
Bonecracker
Cost: 1 Chi
Speed: see desc
Damage: none
Move: 0
Return to ToC
Requirements: Kalindo ***, Focus ***, Regeneration
Power Points: Kalindo 3
Description: With superb self-mastery the Kalindori can set their own
broken limbs by shifting between forms and molding the limb by hand. The sickening
crack of this technique can easily lead others to think the Kalindori is breaking
and completely reforming their limb.
System: This is not an attack. By paying 1 Chi and succeeding on the
Wits + Kalindori roll the hybrid may add successes as healing when using Regeneration
to mend bone breaks, dislocated joints, and ligament tears. Using this requires
three full rounds.
Source: editor
Carapace
Cost: 2 Chi
Speed: -2
Damage: none
Move: -3
Return to ToC
Requirements: Kalindo *****, Focus ****, Toughskin
Power Points: Kalindo 4
Description: Built upon the same principles that Sumo wrestlers developed
Toughskin the master of Kalindo knows that transformation of the skin into
an elastic yet durable substance is a matter of patience and chi. It is an
ability more common to hybrids who lack fur as the growth of the carapace
itself inhibits sprouting fur.
System: This cannot be used in the same round as Toughskin. This is
considered a Focus maneuver and requires a full round of concentration to
complete the transformation. Once completed the Kalindori rolls Wits + Kalindo.
Successes on this roll determine the maximum number of rounds the power will
last. For every three successes all attackers lose that numerical value off
of all dice rolled to inflict damage against the hybrid. Dice that have their
values lowered to 1 are not considered botches but still fail. This power
has no effect on mental attacks, fire or acid.
For example, a Kalindori invokes Carapace and scores 7 successes on the Wits
+ Kalindo roll. The hardened skin will last up to 7 rounds beginning with
the next one. Because they rolled 7 the value of all dice rolled for damage
against the hybrid have their values reduced by 2: 7/3 = 2 and the remainder
is discarded.
Source: editor
Changing Breeze
Cost: 1 Willpower
Speed: -1
Damage: none
Move: -1
Return to ToC
Requirements: Kalindo **, Focus **
Power Points: Kalindo 4
Description: After presenting a larger battle form to their opponent
to inflict injury the Kalindori quickly shifts into a smaller one as they
fall away from their foe's retaliation.
System: This technique is only effective when the hybrid is struck
after attacking for the round. Using it prior to then constitutes aborting
their attack. The hybrid rolls Kalindo, difficulty 7, and adds successes to
their soak for the attack which they are interrupting with the form shift.
The speed and movement modifiers below are a penalty to the attack maneuver
performed prior in the round.
Source: editor
Craven Kinship
Cost: 1 Chi
Speed: see desc
Damage: none
Move: none
Return to ToC
Requirements: Kalindo *, Focus *
Power Points: Kalindo 1
Description: The foundation of Kalindo is acceptance of one's animal
nature. By extension the hybrid can radiate an aura of calm and authority
to their animal kin. The bond is further enhanced amongst animals of their
ilk by shifting enough to smell like them.
System: This ability requires a full round of concentration to activate.
It lasts for a maximum number of minutes equal to the hybrid's Kalindo + permanent
Chi. While in affect the hybrid adds three dice to all dice pools to handle
animals. This can be used to intimidate as well as soothe.
Source: editor
Embrace the Beast
Cost: none
Speed: none
Damage: none
Move: none
Return to ToC
Requirements: Kalindo *, Focus *
Power Points: Kalindo 1
Description: The art of Kalindo is the art of mastery over a fluid
form. The basic tenets of the style teach willing students how to surrender
the human form completely and adopt the body of an animal. By spending time
in this form the student is forced to reevaluate their perspective of the
world and adjust.
System: This is not an attack. This is an extension of the Shapeshifting
merit. The hybrid gains a third form upon mastering this maneuver. This form
must be the animal which the Kalindori has been hybridized with.
Source: editor
Extra Limbs
Cost: 1 Chi per limb
Speed: see desc
Damage: none
Move: see desc
Return to ToC
Requirements: Kalindo ****, Focus ***
Power Points: Kalindo 4
Description: The human mind is ill-equipped to deal with suddenly sprouting
new appendages. It is fortunate for the Kalindori that their mind is not so
hobbled. This advanced technique of Kalindo allows the practitioner to temporarily
add extra limbs to their hybrid form. It cannot be used in other forms.
System: A successful Wits + Kalindo roll is required for each separate
limb. Failed rolls indicate something went awry in the formation process.
Although the limb is there it is useless and must be reabsorbed before the
hybrid can try again. Each new limb requires a full round of complete concentration
to create.
Source: editor
Fading Breeze
Cost: 1 Chi
Speed: -1
Damage: none
Move: +0
Return to ToC
Requirements: Kalindo ***, Changing Breeze
Power Points: Kalindo 3
Description: Stepping back as they prepare to strike the Kalindori
shifts into their larger form to take advantage of its heightened reach. The
extra distance makes it more difficult for the opponent to follow up with
their counter strike.
System: This technique has no effect against ranged attacks, must interrupt
the opponent before they strike, and must be performed in the same round as
a punch or kick maneuver. If the form shift is successful the targeted opponent
has the difficulty of their attack increased by 1. Stepping back requires
moving one full space.
Source: editor
Feral Guidance
Cost: none
Speed: none
Damage: none
Move: -1
Return to ToC
Requirements: Kalindo ***, Focus ****
Power Points: Kalindo 4 (see below)
Description: Serenity of soul does not come easy for those that have
the heart of an angry beast raging inside of them. Developing this center
requires years of training and the completion of a vision quest in order to
become one with the beast and tame it. Invariably those who fail in this task
lose their sense of humanity. For the few who succeed the full power of their
heart is within reach.
System: This is not an attack. The mastery of form and instinct gives
the Kalindori guidance that can, at times, seem almost supernatural. Once
per round the Kalindori may use this technique to substitute their Kalindo
background for one of their mental attributes or a technique score even if
their Kalindo background is lower then the other value. To do so requires
a Focus + Kalindo roll with a minimum number of successes equal to the value
of the score that will be changed. For example if the Kalindori has a Kalindo
of 4 and a Wits of 3 and wishes to substitute their Kalindo for Wits they
make the roll and need a minimum of 3 successes to make the switch.
The effects last for one action (not round). This technique may be used in
the same round as other Kalindo maneuvers.
Source: editor
Form of the Destroyer
Cost: 3 Chi, 3 Willpower
Speed: see desc
Damage: none
Move: see desc
Return to ToC
Requirements: Kalindo *****, Focus *****, Extra
Limbs, Focus Rage
Power Points: Kalindo 5
Description: Many ancient Hindu and Vedic deities were represented
as having massive destructive forms that would stamp out all life of Earth
with their rage. By meditating upon these mysteries the Kalindo master is
ready to release the destructive soul within them and transform into a raging
force of nature.
System: This maneuver requires three rounds of complete concentration
to activate. Each round the Kalindori makes a Wits + Kalindo roll, difficulty
8, to direct the transformation. If any fail, this technique also fails. At
the end of the third round, provided the Kalindori succeeded, the following
changes take immediate affect.
The Kalindori falls into a bloodthirsty, unbreakable rage and lives only for
endless slaughter. They attack whoever is closest indiscrimately until the
maneuver's time runs out. The Kalindori shifts into hybrid form (if they weren't
already), grows an additional 50% in height and weight and gains five additional
limbs of their choosing. All physical attributes increase by one dot. All
social attributes drop to zero. The hybrid is not immune to psychic attack
but is completely invulnerable to Psychic Vise, Mind Reading, Telepathy, Cobra
Charm, Mind Control, Calm Minds, and similar techniques. The hybrid gains
an additional five health levels, does not fall unconscious at zero health
levels and can continue fighting up until the moment they receive sufficient
aggravated damage to prove lethal. They may use Focus maneuvers but only those
that do not require concentration. Every round must be spent either attacking
or closing distance to the nearest target.
The Form of the Destroyer lasts for a number of minutes no greater then the
hybrid's Focus technique. When the technique ends the hybrid falls unconscious
for one hour and suffers three aggravated health levels of damage from the
rapid uncontrolled transformation.
Source: editor
Foul Humor
Cost: 1 Chi
Speed: +0
Damage: see desc
Move: +0
Return to ToC
Requirements: Kalindo **, Focus **
Power Points: Kalindo 3
Description: Exuding a foul substance from the pores of their skin
the hybrid tries to dissaude attackers before they ever get close. During
the duration the hybrid is pungently obvious to everyone who catches wind
of them.
System: This is considered a Focus maneuver. The hybrid's skin becomes
coated in a thin, oily substance that will not dissolve in water. Anyone coming
into contact with this substance must make an immediate Stamina check against
a difficulty of 5 + the Kalindori's successes on the Wits + Kalindo roll.
Those who fail are affected by the intense odor and suffer a -2 speed penalty
to all actions until they take the time to clean up. Anyone botching this
roll is completely overwhelmed by nausea and can take no other action but
to retch violently.
Source: editor
Growing Tempest
Cost: 1 Willpower
Speed: none
Damage: none
Move: none
Return to ToC
Requirements: Kalindo ***, Grab **
Power Points: Kalindo 3
Description: As the hybrid closes with their opponent, intent on grabbing
them, they suddenly shift into a larger form and use the extra arm length
to cross the distance before their opponent expects it. Few adversaries will
want to repeat the experience.
System: The Kalindori employing this technique need not enter their
opponent's hex in order to begin their grab. Instead the foe is grabbed, dragged
into the hybrid's hex, and then subject to the rest of the fighter's maneuver.
Grappling Defense only provides half of its normal soak bonus against this
technique.
Source: editor
Hummingbird Dart
Cost: none
Speed: +0
Damage: +2
Move: 0
Return to ToC
Requirements: Kalindo ***, Focus **, Razor Feathers
Power Points: Kalindo 3
Description: The Kalindori, using Razor Feathers, can then pluck and
throw them at his foes. The rigid metal feathers can be tossed as if they
were small daggers or shuriken. Either way they lacerate the target upon contact.
System: This is a projectile attack and can be dodged by using aerial
maneuvers. This is considered a Focus maneuver but it uses Wits + Athletics
to determine damage. The projectile travels in a straight line.
Source: editor
The Hurricane
Cost: 1 Willpower
Speed: none
Damage: none
Move: none
Return to ToC
Requirements: Kalindo **, Grab ***
Power Points: Kalindo 3
Description: Used in concert with throws the Kalindori shifts into
a larger form as they begin the throw and uses the change in size and leverage
to increase the momentum which they impart on their opponent.
System: For every two successes on the Wits + Kalindo roll the Kalindori
heaves their foe an additional hex of distance away from them. For maneuvers
that deal damage based on hexes traveled this increases damage proportionally.
Source: editor
Iron Claws
Cost: 1 Chi
Speed: -1
Damage: see desc
Move: none
Return to ToC
Requirements: Kalindo ***, Focus **
Power Points: Kalindo 4 (metal elementals have a point cost of 3 instead)
Description: By focusing all of their attention to their fingers and
toes the Kalindori can force them to form into exceptionally strong claws
that can slice through just about anything with ease.
System: While Iron Claws is in effect the Kalindori cannot shapeshift.
Claw damage increases to a +3 modifier (replacing any previous claw damage
modifier) and always deals aggravated damage. These claws are sharp but
cannot slice through steel, diamond, and other similarly-dense structures.
Source: editor
Leaping Kick
Cost: 1 Willpower
Speed: +0
Damage: +2
Move: 0 (see desc)
Return to ToC
Requirements: Kalindo *, Athletics **, Jump,
Embrace the Beast
Power Points: Kalindo 2
Description: This is a fairly basic Kalindo maneuver. The Kalindori
runs and leaps at their opponent intent on knocking them down. As the foe
hits the ground the hybrid slips into their animal form and hastily puts distance
between the two. This technique is a favorite amongst Kalindori to get past
annoying thugs.
System: This is a rushing maneuver and requires a minimum of three
hexes in a straight line to get up to speed. The damage portion must score
at least one point of damage to inflict knockdown. Otherwise the Kalindori
is unceremoniously deposited in the hex in front of the opponent and is stunned
for the remainer of the round.
If the knockdown is successful and the Kalindori then passes the Wits + Kalindo
roll they may then move up to three hexes away in animal form. This is considered
an Athletics maneuver.
Source: editor
Leap of Storms
Cost: 1 Willpower
Speed: -1
Damage: +2
Move: 2
Return to ToC
Requirements: Kalindo **, Grab **, Athletics **, Pounce
Power Points: Kalindo 3
Description: Leaping onto their opponent the Kalindori shifts into
a larger form and uses the sudden change in center of gravity to force their
opponent to lose their balance. Damage is dealt by impact with the ground.
System: The hybrid needs one success on a Grab check to get into position.
If successful the defender suffers an unpreventable knockdown and the hybrid
gets a +2 speed bonus if their next manuever is a pin. This is considered
a Grab maneuver.
Source: editor
Melting Mist
Cost: 1 Willpower
Speed: -1
Damage: none
Move: none
Return to ToC
Requirements: Kalindo **, Block **
Power Points: Kalindo 2
Description: Slipping from a larger to a smaller form the Kalindori
tries to extricate themselves from an opponent's grip. The technique is inherently
risky because it can leave the hybrid in a form less able to absorb their
enemy's blows.
System: This technique is played in the same round as the Kalindori
is trying to break from a sustained hold. It may be used in the same round
as Disengage. Successes on the Wits + Kalindo roll add additional dice to
the Disengage check. If the Kalindo check fails, however, the Kalindori suffers
1 health level of damage from crushing and contortion. Only one attempt may
be made per hold.
Source: editor
Molt
Cost: 1 Chi
Speed: +0
Damage: none
Move: 0
Return to ToC
Requirements: Kalindo **, Focus **
Power Points: Kalindo 2
Description: All creatures molt: shedding skin, fur, and scales alike
in a continual process of death and renewal. The Kalindori understands this
process and can stimulate their skin with chi to accelerate the cycle. Once
the Molt begins it does not take long for the hybrid to completely replace
the shed elements of their body.
System: This technique requires one round of complete concentration
to activate. Afterwards the process of steadily shedding fur/skin/scales continues
for the next ten minutes as the hybrid gradually replaces these with new growth.
Opponents attempting to keep ahold of the hybrid as they molt find their difficulties
increase by 1. This process will also remove any harmful toxins that cannot
be absorbed through the skin. This power may only be invoked a maximum of
once per week. Any more and the Kalindori will overtax their metabolism.
Source: editor
Moon Howler's Curse
Cost: 2 Chi
Speed: -2
Damage: none
Move: see desc
Return to ToC
Requirements: Kalindo ****, Focus ***, Dim Mak
Power Points: Kalindo 4
Description: This rare, whispered ability is thought to originate in
the mind of some depraved Kalindori who fell into the pit of utter depravity.
Whether or not that is true this Dim Mak strike does bear more then a passing
resemblance to the madness wrought by Ler Drit. Not only does the Kalindori
have secret knowledge about how chi flows through the human body but also
understands that just as they manipulate and shift themselves they can forcibly
affect others with the same energies.
System: The Moon Howler's Curse is delivered as a Dim Mak blow. Instead
of the normal effects of that maneuver the Kalindori engages their target
in a contest of Chi + Kalindo versus Willpower + Focus. If the Kalindori succeeds
they immediately temporarily lower one of their target's mental attributes
by 1 point.
However, the Curse is more insidious once it has taken hold. At a point in the future which the Kalindori decides upon when making the strike the victim is seized with a sudden derangement which has a strength value of the Kalindori's total successes +1. The effects of this derangement last for a period of time as determined when the strike is made or 10 hours, whichever is shorter. The Moon Howler's Curse takes it's name from one particularly infamous mad wolf who inflicted gibbering animalism on his victims when the moon waxed full. The Curse can be prevented if detected in time but only the Storyteller can decide when and if that will happen.
Source: editor
No Moon
Cost: none
Speed: none
Damage: see desc
Move: see desc
Return to ToC
Requirements: Kalindo ****
Power Points: Kalindo 4
Description: This technique has more than a passing resemblence to
Monkey Kung Fu. It is based on the same concept: deceive your opponent with
false tumbles and feints and make them think you are weaker then you truly
are. The Kalindori uses this deception to mask their true intentions and catch
foes off guard.
System: No Moon is played as modifier with another maneuver. Using
this technique to strike at an opponent from behind costs the hybrid a
point of temporary Honor. The Kalindori makes a Dexterity + Subterfuge
roll, difficulty 8. Successes on this roll reduce the difficulty of an
attack made against the subject of the feint as long as that attack is
made in the same round. If the target has no reason to suspect the ruse
there is no roll to contest. Subsequent rounds can be contested with Perception
+ Insight rolls.
Source: editor
Nose Rake
Cost: none
Speed: +0
Damage: +1
Move: 0
Return to ToC
Requirements: Kalindo *, Claws
Power Points: Kalindo 1
Description: Combat in the animal kingdom is rarely an honorable affair.
A battle to the death brings out every dirty tactic imaginable. Hybrids sometimes
have to resort to such acts to defend themselves against stronger creatures.
This swift claw swipe aims straight for the opponent's nose hoping to rob
the opponent of their sense of smell, inflict intense pain, and mar good looks
if nothing else.
System: Any fighter performing this maneuver automatically loses a
point of temporary honor. If any damage is unsoaked the defender's nose and
nasal passages quickly fill with blood rendering them unable to smell or breath
through their nose until the wounds heal. This is considered a Punch maneuver.
Source: editor
Quill Skin
Cost: 1 Chi
Speed: -2
Damage: see desc
Move: 0
Return to ToC
Requirements: Kalindo **, Focus **
Power Points: Kalindo 3
Description: By focusing and reshaping their fur and skin the Kalindori
forms sharp quills to stab and injure those that attempt to grab them. In
order to use this technique the hybrid must be in an animalistic form. The
quills are each two inches long and cover the back, outer arms and legs, tail
(if applicable), and torso.
System: Once activated the Quill Skin remains in affect until the Kalindori
opts to shapeshift again. The quills are quite dangerous and injure attackers
who slam into them with bare skin for one health level of damage per success
on a base Strength roll made after damage to the hybrid is calculated. Any
10s on this roll indicate serious injury in the form of aggravated wounds.
Source: editor
Razor Feathers
Cost: 1 Chi
Speed: -1
Damage: see desc
Move: +0
Return to ToC
Requirements: Kalindo ***, Focus **
Power Points: Kalindo 4 (metal elementals have a point cost of 3 instead)
Description: To utilize this technique the Kalindori first needs to
have feathers. By focusing their chi through them they harden the feathers
into rigid, razor-sharp structures that can be used for attack or defense.
System: Damage from the feathers is considered aggravated. While active
the Kalindori cannot fly or shapeshift without first ending this technique.
Successes on the Wits + Kalindo roll indicate the number of rounds the feathers
will remain hardened.
While active the hybrid may slash at targets using their wings. These wounds
are generally not deep but bleed freely. To determine damage the Kalindori
makes an attack roll using (Dexterity + Athletics + Kalindo)/2. So, for example,
if the hybrid had a Dexterity of 4, an Athletics of 3, and Kalindo of 3 their
final damage pool would be 5 (yes, this maneuver ignores Stamina but not armor).
The Razor Feathers will also easily cut through fabric, rope, wood, tires,
etc.
Source: editor
Rising Storm
Cost: 1 Willpower
Speed: +0
Damage: none
Move: none
Return to ToC
Requirements: Kalindo **, Focus **
Power Points: Kalindo 3
Description: The Rising Storm is a symbol of the growing mastery the
Kalindori has over their myriad forms in the heat of battle. At this stage
the hybrid has learned to wait until the precise moment before striking to
shift.
System: This modifier may be used with any other maneuver that
involves physically hitting the opponent. If the Wits + Kalindo roll is
successful the Kalindori changes into their hybrid form and uses its physical
attributes for the maneuver in question. The Kalindori may opt to pay
an additional point of Willpower to change forms again at the end of the
round. This requires another Wits + Kalindo roll.
Source: editor
Shifting Sands
Cost: 1 Willpower per round
Speed: -1
Damage: none
Move: none
Return to ToC
Requirements: Kalindo ****, Focus ****, Rising
Storm
Power Points: Kalindo 5
Description: As sand slips and falls with ease when separated so too
does the Kalindori mentally separate their limbs as if they were distinct
units to be seized by the change upon command. This is the ability to shift
single limbs into the hybrid form and back again at will.
System: This is not an attack on its own. Each use of Shifting Sands
is a modifier to the action being performed that round. A Wits + Kalindo roll
must be made per limb to be affected with a number of successes per limb equal
to the total number affected +1. If successful the hybrid may use the physical
attributes of the form they are changing to instead of the one they started
the round in and may add claw damage to attacks.
Source: editor
Silver Silhouette
Cost: 1 Willpower
Speed: +0
Damage: +1
Move: -1
Return to ToC
Requirements: Kalindo **, Kick **
Power Points: Kalindo 2
Description: Feinting a frontal or side kick the Kalindori purposefully
shifts position and changes form mid-strike to throw off their opponent's
defenses.
System: This technique may be used with any Kick maneuver that does
not cost Chi or Willpower using that maneuver's damage instead of this one's
and combining the two maneuver's speeds and movements. If the target attempts
to Block they halve their total soak against this maneuver.
Source: editor
Silver Touch
Cost: 1 Willpower
Speed: -1
Damage: see desc
Move: see desc
Return to ToC
Requirements: Kalindo ****, Focus ***, Atemi
Strike
Power Points: Kalindo 4
Description: With the paralyzing nerve strike the Kalindori shifts
their arm and drives inward to inflict greater damage. Hybrids with claws
can inflict terrible, slow-healing injuries with this attack.
System: Silver Touch is used in the same round as Atemi Strike as a
modifier to that maneuver. The Kalindori rolls Kalindo, difficulty 7, and
adds successes to the damage pool of their Atemi Strike. If the hybrid uses
claws with the attack they add an additional die of damage, inflict aggravated
damage, and the victim suffers a temporary one point reduction in Strength
and Dexterity while the injury heals. Doing this costs the hybrid 3 points
of temporary Honor.
Source: editor
Steel Jaws
Cost: 1 Chi
Speed: -1
Damage: none
Move: 0
Return to ToC
Requirements: Kalindo ***, Focus **
Power Points: Kalindo 3
Description: Biting down on a target the Kalindori shifts their jaw
and neck to a stronger form. The vice grip formed by this pressure can crush
bone and is invariably agonizing to experience first hand. This attack always
inflicts aggravated damage as the hybrid's teeth slice into the victim.
System: When maintaining a hold via a bite the Kalindori adds an
additional two dice on their strength checks. If the grip is held for
four consecutive rounds the held limb is rendered effectively broken and
is useless until it heals.
Source: editor
Storm Dance
Cost: none
Speed: see desc
Damage: none
Move: see desc
Return to ToC
Requirements: Kalindo ***, Focus or Athletics **
Power Points: Kalindo 3
Description: Engaging in a display of martial prowess is a time-honored
tradition in the martial arts. It is an enactment of power and skill just
as much as it is a warning to those watching that they had better steer clear
of the hybrid.
System: This is not an attack and takes five full rounds at a minimum
during which the hybrid performs a variety of maneuvers to impress and intimidate
the opposition. Any opponents watching the display must roll Wits + Subterfuge
against the Kalindori's Manipulation + Kalindo. If the hybrid is successful
the difficulty of all attacks made by failing opponents increases by 1 for
a number of combat turns equal to the remaining successes.
Source: editor
Strike the Wind
Cost: 1 Willpower
Speed: none
Damage: none
Move: none
Return to ToC
Requirements: Kalindo **, Block **
Power Points: Kalindo 3
Description: Anticipating their opponent's maneuver the Kalindori opts
to wait for the strike headed towards them and counterattack afterwards. As
their enemy closes to deliver damage the hybrid shifts into a larger form
both to better absorb the blow and to ready themselves for their attack.
System: This technique may be used with any of the waiting maneuvers
found in other disciplines such as Counterstrike. The Kalindori must be faster
then their opponent when using other attacks and sacrifices any speed advantage
they have over their opponent to ready themselves. If the Wits + Kalindo roll
is successful the hybrid uses their full hybrid stamina to determine soak
for the round and may add up to half their Block technique, rounded down.
After enduring the blow the Kalindori may then continue with their other action
provided they were not knocked down or dizzied.
Source: editor
Subtle Draft
Cost: 1 Willpower
Speed: -1
Damage: none
Move: +1
Return to ToC
Requirements: Kalindo **, Embrace the Beast
Power Points: Kalindo 2
Description: Starting from their animal form the Kalindori charges
into their opponent's feet and shifts into a larger form. This action trips
the opponent and creates a window of opportunity for others to join in the
attack.
System: This is an attack and not a modifier. The Wits + Kalindo roll
to change forms is also used as the contested value for the opponent to stay
on their feet with a Dexterity + Athletics check. If the Kalindori succeeds
the target is knocked down in any adjacent hex and any other attacks made
upon them that turn while they are knocked down have a -1 difficulty bonus.
Source: editor
Tempest Body Block
Cost: none
Speed: -1
Damage: +4
Move: -2
Return to ToC
Requirements: Kalindo **, Athletics **
Power Points: Kalindo 3
Description: Slamming their shoulder into their foe and driving upward
with their momentum the Kalindori shifts into a larger form and presses forward
forcing their shoulder and elbow deeper into the target.
System: If the opponent suffers more damage then they possess Strength
they are driven back one hex and knocked down. This is considered an Athletics
maneuver and both fighters end the round in the same hex.
Source: editor
The Lion's Roar
Cost: 1 Chi
Speed: +1
Damage: none
Move: 0
Return to ToC
Requirements: Kalindo ****, Focus ***, Stunning
Shout (see below), Force Shout
(see below), Sonic Wave (see below)
Power Points: Kalindo 5
Description: Releasing the pent-up rage and frustration of a lifetime
in their roar the hybrid instills in his opponents the mortal fear ingrained
deep within each person's psyche. When combined with the roars taught in other
martial arts this howl can cause physical harm, psychological trauma, and
plenty of ruptured eardrums.
System: When used as an attack on its own use the modifiers listed
below. The roar affects everyone within a 50' radius of the hybrid. Everyone
affected must make an immediate Willpower roll against a difficulty of 5 +
successes on the Kalindori's Wits + Kalindo roll. Anyone failing this check
is struck with fear and cannot voluntarily move within 10' of the hybrid for
five rounds. Anyone who botches falls into a blind panic and will flee at
their maximum possible movement rate in order to escape.
When used as a modifier to other shouts use the following rules per maneuver:
Stunning Shout: Everyone in front of the hybrid up to 50' away is affected by the Shout. The Kalindori adds successes from the Wits + Kalindo roll to their Willpower check. This has the following modifiers: 1 Chi, Speed: -1 Damage: none Move: none
Force Shout: The area of effect increases from one target to everyone within 10' of the hybrid. Everyone affected will be deafened for the following 10 rounds. This has the following modifiers: 1 Chi, Speed: -1 Damage: none Move: none
Sonic Wave: Those hit by the blast must make the Willpower check outlined above and are deafened in addition to knockdown and damage. This has the following modifiers: 1 Chi, Speed: -1 Damage: -1 Move: none
Source: editor
Vocal Mimicry
Cost: 1 Chi
Speed: none
Damage: none
Move: none
Return to ToC
Requirements: Kalindo ****, Focus **
Power Points: Kalindo 2
Description: Mastery of form does have its more subtle perks. Using
this technique the hybrid can reshape their vocal chords in order to mimic
the voices of other people. This cannot generate sounds that would be impossible
for humans to make.
System: This is not an attack. Those attempting to notice something
is wrong with the hybrid's voice may make a Wits + Subterfuge roll to hear
tiny imperfections in the mimicry. They need more successes then the hybrid
scored on their Wits + Kalindo roll.
Source: editor
Voice of Harano
Cost: 3 Chi
Speed: see desc
Damage: none
Move: see desc
Return to ToC
Requirements: Kalindo *****, Focus *****
Power Points: Kalindo 5
Description: Just as the Kalindori can focus and release their rage
they can, with sufficient discipline, release the sorrow and regret built
up over the years that has been buried deep within. The result is what masters
of Kalindo call Harano: a deep, unyielding pain of what once was. It is believed
that by working through this depression the Kalindori gains a better understanding
of what drives them and their place in the universe.
Invoking Harano, however, is not without its perils. The Kalindori subjects
not just themselves to its mercy but also everyone around them. The air around
them seems to weep with unfathomable sorrows.
System: Using this ability requires the Kalindori to meditate under
a moonless night sky. Once activated this technique is continually active
for twelve hours. During this time the Kalindori and everyone within 100'
feet of them automatically thinks solely of the most painful experiences they
have endured; going over the events again and again in exacting detail. Gradually
these thoughts give way to a deeper feeling of worthlessness and a sense that
they have forgotten something primal and important - something which is gone
and can never return.
Those subjected to this power must check every hour for all derangements
and flaws. If any check fails that person loses the benefits of all merits
until they can escape Harano. Anyone leaving the Kalindori's area of effect
may make a Willpower roll, difficulty 8, every 30 minutes thereafter to shake
off the depression. One success is needed for each and every failed check
related to this ability (for example if they failed a derangement check).
For those who wish to stick it out, including the Kalindori themselves, a
Chi roll is required each hour, difficulty 8 again, in order to use any special
maneuvers, katas, and other abilities. Failure indicates that the subject
has slipped deeper into the grip of Harano and is beginning to lose the will
to live. Any botched roll during the duration of Harano deepens the depression
invoking the loss of merits and abilities as described above. Enduring the
crushing depression requires a Willpower roll, difficulty 9 every hour or
more often if the period of Harano is especially stressful. At the GM's discretion
actions and events during this time period can both hamper and help these
rolls.
Anyone subjected to the full twelve hour duration who fails all the Willpower
checks dies at the end of the ordeal. In the final hour, after the last check,
they slip into a coma and their body gradually shuts down. Only immediate
drastic medical attention to save such an individual. For those who only fail
part of the twelve checks they temporarily gain 1 point in flaws related to
the Harano for each failure. These flaws fade at a rate of 1 point per month
provided nothing happens to render them permanent.
For the Kalindori undergoing this trial at the end of the twelve hour period,
provided they didn't fail all the checks, they may make a Focus + Kalindo
roll, difficulty 10. The Kalindori needs a minimum of 5 successes plus one
for every failed Willpower roll. Willpower cannot be spent for automatic successes
on this roll. If it succeeds the Kalindori has emerged from Harano with a
deeper understanding of themselves. They gain a permanent point each of Focus,
Chi, and Willpower. This may push Focus above 5 and Chi and Willpower above
10. These benefits can only be acquired once in a lifetime.
Should this final test fail the Kalindori may attempt to invoke the Voice
of Harano again but cannot succeed at the last test for a minimum of one year.
Other benefits and affects may be applicable depending upon Storyteller discretion.
Source: editor
Wasp Talons
Cost: 2 Chi
Speed: +1
Damage: +3
Move: 0
Return to ToC
Requirements: Kalindo ***, Focus ***, Regeneration
Power Points: Kalindo 3
Description: This is a bloody and aggressive technique for a fighting
form that tends to go with softer, less damaging maneuvers. Concentrating
their chi the Kalindori can fire their claws as skewering projectile bards.
They must be in a form with claws to use this ability.
System: The barbs travel in a straight line up to ten hexes away inflicting
Stamina + Focus damage plus the listed modifier. This damage is aggravated.
The Kalindori also suffers a point of aggravated damage and cannot use their
claws until they regenerate. Other hybrids may fire different projectiles
like spines.
Source: editor
Whirlwind
Cost: none
Speed: -1
Damage: none
Move: none
Return to ToC
Requirements: Kalindo ***, Block **
Power Points: Kalindo 3
Description: The Kalindo master learns how to press their attacks by
shifting into larger, stronger forms at correct times as well as how to diffuse
their enemy's efforts by shifting into smaller forms that naturally shrink
away from their opponent's blows as they contract. The frenzied motion of
slipping and deflecting is called the Whirlwind.
System: This technique may only be used in the same round as blocks:
Block, Punch Defense, Kick Defense, Wing Defense, Grappling Defense, Tenshin
Glide and Esquives. The fighter rolls Kalindo, difficulty 7, and adds successes
to their total soak for that round. The speed modifier below is a penalty
to the speed of the block.
Source: editor
Winter Coat
Cost: 1 Willpower
Speed: none
Damage: none
Move: none
Return to ToC
Requirements: Kalindo *, Focus *
Power Points: Kalindo 1
Description: The act of growing a thick fur coat to protect against
the ravages of winter is a seasonal act for most mammals. In order to use
this technique the hybrid must assume an animalistic form.
System: The coat takes three minutes to grow to full density during
which time the Kalindori cannot undertake any actions more complex then walking
and talking. Once established the thick fur gives the hybrid an additional
two soak against cold including ice-based maneuvers.
Source: editor
Wolf Flux
Cost: 1 Chi
Speed: +0
Damage: none
Move: 0
Return to ToC
Requirements: Kalindo ****, Focus ***
Power Points: Kalindo 4
Description: The mastery of mind over matter that Kalindo teaches doesn't
stop at perfecting the hybrid's form to their situation but also the flow
of chi throughout their bodies. A master Kalindori can create surges of chi
flow when and where they wish.
System: By paying 1 Chi the hybrid creates a surge of rich chi through
the desired area of their body. They then roll Focus + Kalindo. For each success
on this roll the hybrid may then subtract one success on attackers attempting
to affect said chi in any way. For every two successes they may increase the
effectiveness of Chi Kung Healing and Regeneration when used on the affected
area. This lasts for a number of minutes equal to the hybrid's Focus + Kalindo
technique.
Source: editor