Garou Fighting Merits

Kailindo (● - ●●●●●, Style)

Prerequisites: Dexterity ●●●●, Athletics ●●●, Occult Specialty: Stargazers

Effect: Tapping into the immense speed of thought and consciousness, Kailindo relies upon a great many quick attacks which, though they become increasingly unreliable, become equally harder to block one after another. Other boosts to the Kailindorani’s speed are acquired, and a master of Kailindo can link together several lesser martial arts techniques into one deadly sequence, continually wearing down his opponent’s defenses while proving to be impossible to hit in turn. Note that Kailindo abilities may not be used together. If you’re using Falling Tempest, you cannot benefit from Tornado Kick as well.

Binding Wind (●): By catching his opponent’s wrist at just the right moment, the Kailindorani immobilizes his foe by forcing the opponent down and around. This allows the Stargazer to both initiate a Grapple and move immediately into the Hold move with one Instant action. When grappling using this maneuver, the Kailindorani can still apply Defense against incoming attacks, but the held target cannot.

Little Cyclone (●●): The Kailindorani drops to a spinning crouch with her leg extended, attempting to sweep the legs from underneath her opponent. This maneuver has +2B Damage, and knocks the opponent prone if damage is successfully dealt, also inflicting the Leg Wrack Tilt if at least five bashing damage is dealt in one use of this maneuver.

Falling Tempest (●●●): The Kailindorani attempts to catch her opponent’s throat with her legs or arms while launching herself directly towards the target, and drive him to the ground while choking him. This allows the Kailindorani to initiate a Grapple and move immediately into the Incapacitate Move as a single, Instant action.

Storm Dance (●●●●): This maneuver is not an attack, but rather an intimidation technique used to dishearten opponents. The Kailindorani launches into a flurry of maneuvers, coupled with postures of threatening body language. The result is a display that is graceful and predatory at the same time. The player rolls Manipulation + Brawl + Kailindo against the opponents Wits + Brawl as an Instant action. If the player wins the roll, she receives a +3 bonus against that opponent for one turn per success by which she won the test – should it come to blows. This maneuver can be used only once per opponent per combat.

Tornado Kick (●●●●●): The Kailindorani spins round once like a tornado, with incredible speed, adding momentum to the force of his kick. This allows the Kailindorani to double the damage of the attack, but sacrfices his defense for the rest of the turn.

Klaviskar (● - ●●●●●, Style)

Prerequisites: Wits 3, Strength 3, Dexterity 3, Weaponry 4, Weaponry Specialty: Klaive Dueling

Effect: Werewolves who carry klaives generally learn the skill as they practice with their weapon, incorporating what they have learned in battle into their dueling technique. However, those who are given klaives purely for a duel receive a set of quick lessons to allow them to actually use the weapon, but not enough to allow them to carry out some of the more advanced maneuvers listed below. Note that Klaviskar abilities may not be used together. If you’re using Bind, you cannot benefit from Stop Hit as well.

Blind (●): Garou bleed profusely from any wound inflicted by a klaive. Some sneaky duelists attempt to take advantage of this to blind their opponents. A single swipe to the forehead can send blood pouring into the opponent’s eyes, inflicting the Blind Condition for the rest of the fight.

Silver Shield (●●): The duelist uses his speed and the bulk of the klaive to create a “shield of silver” in front of him as he swings the blade in a defensive pattern. Using this maneuver initiates Dodge for the turn, and grants a +4 bonus to the Dodge dice pool.

Bind (●●●): The duelist attempts to entrap his opponent with her blade, forcing him to devote his full attention evading the strikes. The number of successes achieved after the first prevents the opponent from taking one action that turn, and the opponent loses any Gnosis she spent for extra actions. The duelist may do nothing but maintain the bind and taunt his foe.

Stop Hit (●●●●): A duelist who has an initiative advantage over her opponent can choose to defer her action until her opponent acts. If her opponent attempts to attack, the duelist attempts to step inside his guard and deliver a fast, deadly blow that stops the opponent in his tracks, using his own forward momentum to make the blow more deadly. The opponent does not benefit from Defense against this attack, because he is already committed to his attack. However, if the maneuver fails to incapacitate or knock down the opponent, the duelist cannot dodge or parry the attack, not benefitting from his Defense against the attack.

Swinging Slash (●●●●●): The duelist commits his whole effort into a single, massive swipe at his opponent, exposing himself, but hoping to do enough damage to make that irrelevant. The Damage Rating of the attack is substituted by the duelist’s Dexterity, but the duelist does not benefit from his Defense in the turn he uses this maneuver. In addition to this, any other actions taken this turn, through the use of Gnosis, lose two successes from the roll.

Iskakku (● - ●●●●●, Style)

Prerequisites: Composure 3, Dexterity 2, Weaponry 3, Weaponry Specialty: Staff, Occult Specialty: Children of Gaia

Roughly translated to “The Way of the Staff,” Iskakku is the art of utilizing a quarter staff, one of the simplest yet most profound weapons known. It is nothing more than a pole with no sharp edges or points, yet its use relies on all the fundamental techniques for all major weapons. Additionally, although the staff incorporates these techniques, it does not inherit their deadly force. In this sense, it is the perfect wepon for the Children of Gaia as it allows for a widely varied range of fighting options but focuses on the immobilization and disabling of opponents. Note that Iskakku abilities may not be used together. If you’re using Mahasu Qatu, you cannot benefit from Sep Istu An as well.

Attack and Block (●): The first lesson taught to pracitioners of Iskakku is not the art of attack, but the art of defense. With this, practitioners are able to add their level in the Iskakku fighting style to their Defense, as long as they actively wield a quarter staff.

Mahasu Qatu (●●): With a successful strike using this maneuver, the practitioner is able to inflict the Arm Wrack Tilt, without the normal penalties for Specified Targets (see p. XX).

Tabalu Kur (●●●): By sweeping your staff, you can knock your opponent to the ground. With a success on the strike, your opponent is thrown to the ground. Getting back on his feet follows normal combat rules, and the opponent cannot engage any aggressive or offensive actions until he does so.

Sepu Istu An (●●●●): This maneuver requires two Instant actions to perform. You use your staff to vault yourself through the air, delivering a powerful lkick to your target. You must first have running room, then make a Dexterity + Athletics + 2 roll to make the vault. On landing, the attack roll is necessary to inflict damage (which may be bashing or lethal, depending on your form and Storyteller discretion).

Adannu Lukur Daku (●●●●●): When an opponent attacks you, make a challenge to parry the blow (Dexterity + Melee contested by your opponent’s attack roll). With success, you may make an attack roll. Success on your attack allows you to strike the opponent on the back of the head with your staff, inflicting the Stunned Tilt for three rounds. This allows you to use your turn in initiative immediately, regardless of your current place in the initiative.

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