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Street Fighter: The Roleplaying Game

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.



PUNCH

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: Playerís 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 hybridís 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: Warriorís World


KICK


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


BLOCK


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 Ė 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 Ė using this maneuverís speed and not Blockís. 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


GRAB


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 opponentís hex to inflict damage. Use the listed modifiers. This inflicts aggravated damage.

Source: Playerís 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: Playerís 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: Playerís 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: Playerís Guide


ATHLETICS


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 opponentís 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: Playerís 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: Playerís 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: Playerís 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: Playerís 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: Playerís 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: Playerís Guide


FOCUS


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 10í 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 itís victims. Some hybrids effect the nervous system which can lead to paralysis.
System: The cloud fills the hybridís 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 hybridís 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 sideís toxic brew with their teeth or claws. Poisonous Strike is not an attack played on itís 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 itís 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 hybridís 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: Playerís Guide



Kalindo Techniques

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.



Kalindo Table of Contents
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
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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
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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