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The principal advantage of Kailindo is that, through intensive training, Kailindorani have mastered the technique of shapeshifting while in combat. When proforming a Kailindo Maneuver that calls for the charcter to change forms while striking, the player does not split his dice pool. Instead, the player uses the full Dice Pool for shapeshifting as if'd spent a Rage point to gain an extra action. However, the charcter does not need to spend Rage unless the complexity of the maneuver requires it or the player wishes to forgo the roll to shapechange. Failing the shapeshifting roll means the character does not change forms, probably fails the maneuver and cannot take any further actions that turn. Any Rage points spent to gain additional actions that turn are lost.

Always use Dice Poll for the form being assumed when rolling to hit and inflict damage while shapeshifting during a Kailindo maneeuver, unless the maneuver description states otherwise.

The following is the Kailindorani's basic arsenal. Because Kailindo was originaly designed to avoid permanently maiming one's septmates, it's assumed that the character does not inflict aggravated damage unless the player specificaly states, before the manuever is performed, that the character is using her claws.

Most nonshapeshifting Kailindo Maneuvers must be performed in homid, Glabro or Crinos form.

Binding Wind: If a Kailindorani wishes to immobilize his opponent without inflicting serious damage, he may catch his opponent by the wrist and use momentum and leverage to immobilize her. If the Kailindorani scores more successes on his roll to hit than the opponent has dots in Dexterity, the opponent is held motionsless. Held opponents may spend a point of willpower to attack with another limb or may free themselves by winning a contested roll of Dexterity versus Dexterity (difficulty 6). Damage from this maneuver is based on the Kailindorani's skill rather than strength. Opponents do not take damage for subsequent turns they are held past the first.
Roll: Dexterity + Kailindo Difficulty: 6
Damage: Kailindo first turn; none subsequent
Actions: 1

Deceptive Wind: The Kailindorani leaps at her oppent and, feinting a kick from the front, strikes from the side or from behind as she passes. The maneuver may not be blocked, only dodged.
Roll: Dexterity + Kailindo
Difficulty:6
Damage: Strength + 1
Actions: 1

Falling Tempest: The Kailindorani Launches himself at his opponent and, airborn, catches her about the throat with either his legs or arms. If the Kailindorani scores on his roll to hit than the opponent has dots in Strength, the opponent is knocked to the ground and held in a chockehold. Opponents in a chokehold lose one Health Level each turn. Damage from the chokehold cannot be soaked but does heal after an hour of rest. Oppenents may escape from the chokehold by winning a contested roll of Strength versus Strength (Difficulty 6).
Roll: Dexterity + Kailindo
Difficulty: 8
Damage: Strength - 1; subsequently, one Health Level per turn while the hold lasts
Actions: 1

Forceful Wind: The Kailindorani makes a running leap and delivers a powerful kick to his oppenent's head or upper torso. If the Kailindorani inflicts more Health Levels of damage than the opponent has dots in Strength, the opponent is knocked off his feet. Roll: Dexterity + Kailindo
Difficulty: 8
Damage: Strength + 2
Actions: 2

Little Cyclone: The Kailindorani crouches while spinning around with his leg extended, knocking his opponent from her feet. The Garou rolls Dexterity + Dodge (both difficulty 6). If the Kailindorani has any net successes, the opponent falls.
Roll: Dexterity + Kailindo (resisted by foe's Dexterity + Dodge)
Difficulty: 6
Damage: 1 die + 1 per extra success
Actions: 1

Storm Dance: This Maneuver is not a combative one but a display of skill. The Kailindorani performs an intricate series of Kailindo maneuvers in an attempt to impress or intidate her opponent. The player rolls Manipulation + Kailindo, resisted by her opponent's Wits + Brawl (or Kailindo), both difficulty 7. The Kailindorani reduces the difficulty of her attacks by 1 for a number of turns equal to her total remaning successes. This maneuver is often performed in an attempt to dissuade an opponent and thereby avid combat altogether. The Kailindorani may attempt no other actions during the same turn as Storm Dance. This maneuver may be done only once per opponent per combat.
Roll: Manipulation + Kailindo (resisted by foe's Wits + Brawl)
Difficulty: 7
Damage: None
Actions: Special

Tornado Kick: The Kailindorani spins around once with incredible speed, her momentum adding bone-jarring force to her kick.
Roll: Dexterity + Kailindo
Difficulty: 7
Damage: Strength + 3
Actions: 1

Whirlwind: The Kailindorani weaves her arms in a complex and rapid defensive pattern before her. For each success, she may add one die to each blocking maneuver she attempts during the same turn as this maneuver. The Kailindorani may attempt only blocks in the same turn that she uses Whirlwind.
Roll: Dexterity + Kailindo
Difficulty: 7
Damage: None
Actions: 1