Combat 2nd edition
Shapechanging Maneuvers
Shapechanging Maneuvers are primarily learned by shapeshifters. The Storyteller may disallow some of this Maneuvers entirely, ruling that only those who practice Kailindo may acquire them. Those who the ability to shapechange, however, may also pick some if not any of these Maneuvers. A point of Rage is the cost listed; if the character is not a shapeshifter (or hasn't got Rage despite being a shapeshifter), substitute the appropriate energy (Pathos, for example). All of these Maneuvers have "ability to change shape" as a prerequisite.
Melting
Prerequisites: Brawl 1
XP Cost: 1
Description: The fighter shifts into a smaller or different form to slip out of Grabs and similar Maneuvers.
System: The fighter rolls Dexterity+Dodge (difficulty 6), adding the number of successes to his Strength dicepool to escape any Grab. If the roll is botched, the defender suffers an additional damage test from his opponent. This is an Abort Maneuver.
Cost: 1 Rage
Initiative: +0
Accuracy: +0
Damage: 0
Move: 0
Striking the Water
Prerequisites: Brawl 3, Dodge 3
XP Cost: 3
Description: A shapeshifter in any form but war-form uses this Maneuver to avoid damage and then make a counterattack that takes advantage of his opponent's weakness. He shifts into Crinos, Archid, Lilian, Gladius, or Azhi Dahaka, allows himself to be hit, then fluidly strikes back (generally much harder)!
System: A character using this Maneuver will automatically be hit (his opponent only needs to roll damage). However, he will get the added Stamina of his war-form to soak damage with an additional +2 dice due to his ability to shift vital organs away from the assault. He then makes a counterattack at difficulty 4 (assuming he hasn't sustained a blow that would Daze) using the modifiers below. This Maneuver is Reactive.
Cost: 1 Rage
Initiative: Character automatically strikes after his opponent
Accuracy: +1
Damage: +1
Move: none
Swarm
Prerequisites: Brawl 3
XP Cost: 3
Description: The fighter charges into an opponent in beast-form, getting underfoot and tripping him up, then shifting into another form (typically, Crinos) to take advantage of the situation.
System: The Swarm Maneuver is used in conjunction with any other Maneuver (typically, another Tooth & Claw). It adds the modifiers listed below to that attack's modifiers. Additionally, the victim of this attack suffers a Knockdown. Characters defining Combinations must specify whether one of the Maneuvers in the Combination is an ordinary maneuver or a maneuver plus Swarm (as per Jump, above).
Cost: 1 Rage
Initiative: -1
Accuracy: +1
Damage: +1
Move: +0
Wind Dodge
Prerequisites: Brawl 3, Dodge 2
XP Cost: 3
Description: The fighter rapidly changes shape such that the area of his body being attacked by his opponent is no longer there. Usually, this involves shifting to a smaller shape (e.g., Lupus). The fighter then shifts into a form that will permit him to make an attack taking advantage of any openings.
System: The fighter may use his Dexterity+Dodge pool to soak damage from his opponent's attack. He then follows up with a counterattack at difficulty 4, using the modifiers listed below.
Cost: 1 Rage
Initiative: -1
Accuracy: +1
Damage: +1
Move: 0
Kailindo Maneuvers
These Maneuvers are restricted to practitioners of the art of Kailindo only! The other fang-n-claw and shapeshifting Maneuvers may be learned by others who can change forms. However, the following Maneuvers are specialties of Kailindorini only.
Chakra Strike
Prerequisites: Kailindo 4, Phoenix Eye Fist
XP Cost: 4
Description: This specialized maneuver permits the kailindorini to single out four of the seven chakra -- certain centers of life-energy in the body. He may attack and thereby disrupt aspects of the opponent's body, depending on the chakra struck. Each has a varied effect.
System: The four target areas are the solar plexus, heart, throat, and crown. If the opponent fails to soak any of the damage, he suffers the following effects that last for the duration of the scene.
Solar Plexus -- +1 difficulty to all Stamina rolls
Heart -- +1 difficulty to all Social rolls
Throat -- +1 difficulty to all Athletics rolls, +1 difficulty to all rolls involving speech
Crown -- +1 difficulty to all Wits and Perception rolls
Cost: 1 Willpower
Initiative: -2
Accuracy: -3
Damage: +1
Move: -1
Changing Breeze
Prerequisites: Kailindo 3, Dodge 3
XP Cost: 3
Description: The Kailindorini presents a large target to her opponent. Then at the last moment, he changes into a smaller form to dodge in the incoming attack.
System: This Maneuver is Reactive and requires the defender to begin in crinos, glabro, or hispo, changing to homid or lupus. The character makes the standard dodge roll. However, instead of his dodge successes subtracting from his opponent's attack successes, each success on the dodge roll adds +1 to the attacker's difficulty (maximum difficulty 10). The modifiers below apply to the Dexterity+Dodge roll as well as the Maneuver at whole.
Cost: 1 Rage
Initiative: +1
Accuracy: -1
Damage: 0
Move: 1
Fading Breeze
Prerequisites: Kailindo 2, Dodge 2
XP Cost: 2
Description: The Kailindorini steps back out of his foe's range while changing into crinos (with its longer reach), delivering a counter-attack at the same time. This Maneuver is essentially the reverse of the Wind Dodge technique.
System: This Maneuver is Reactive. The normal dodge roll is made. If successful, the defender may immediately make a counter-attack, using the modifiers below.
Cost: 1 Rage
Initiative: +0
Accuracy: -1
Damage: -2
Move: -3
Storm Dance
Prerequisites: Kailindo 2
XP Cost: 2
Description: The Storm Dance is not an attack but a display of intimidating prowess. The Kailindorini performs a quick but intricate series of Kailindo maneuvers in an attempt to intimidation or impress her opponent.
System: The character rolls Manipulation+Kailindo (difficulty 7). If successful, the character may choose between one of two things. She may either add the successes of this roll to her next Intimidation roll or reduce the difficulty of all attacks made against her opponent that fight by 1 for a number of turns equal to her successes. Either way, the opponent may resist this "scare technique" by rolling Wits+Brawl (or Martial Arts, Do, or Kailindo) (difficulty 7). No other actions may be taken by the Kailindorini while performing the Storm Dance (i.e., no splitting the dicepool or spending Rage for extra actions).
Cost: none
Initiative: +0
Accuracy: +0
Damage: 0
Move: 1
Sudden Flurry
Prerequisites: Kailindo 4, Throw
XP Cost: 4
Description: A Kailindorini utilizes this technique after being grappled but desires to keep her opponent close and off-balance. The defender reverses the hold by changing to a smaller form (homid or glabro) and uses the momentum to hurl her foe down to the ground at her feet, keeping a hold of her enemy for an easy, vicious follow-up.
System: This Maneuver is Reactive and counts as a Sustained Hold. Upon reversing the hold and hurling her opponent (all considered one action) with the normal effects of a Throw, he keeps a hold of the opponent's limb (as per a normal Grapple). The next attack against the opponent is made at +3 Accuracy. The Kailindorini may choose to keep a hold of the opponent (normal Grapple) but he does not receive the same automatic bonus as listed above.
Cost: 1 Rage/none each subsequent turn
Initiative: +1
Accuracy: +0
Damage: +1/+0 each subsequent turn
Move: 1/+0 each subsequent turn
Whirlwind
Prerequisites: Kailindo 3, Dodge 3
XP Cost: 3
Description: The Kailindorini weaves her arms in a rapid and complex defensive pattern in front of herself. This wards off nearly any blows, providing her with a defense hard to penetrate by even the most tenacious bruisers.
System: The Kailindorini rolls Dexterity+Kailindo (difficulty 7). Each success adds one die to her dicepools for any Block Maneuvers utilized the same turn (including split dicepools and Rage actions used to block). This Maneuver does not require a full action to perform, but it is a Reactive Maneuver.
Cost: 1 Rage
Initiative: +0
Accuracy: +0
Damage: 0
Move: 0
