Kailindo

**Binding wind (min Brawl 3)**: Dex + Brawl (Diff 6) Damage: Normal first turn none next) 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 motionless. 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.

**Deceptive Wind (min Brawl 3)** Dex + Melee (Diff 6) Damage Strength + 1)The Kailindorani leaps at her opponent 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.

**Falling Tempest (min Brawl 3)** Dex + Melee (Diff 8) Damage: Strength - 1; subsequently, one Health Level per turn while the hold lasts The Kailindorani Launches himself at his opponent and, airborne, catches her about the throat with either his legs or arms. If the Kailindorani scores more scuessess on his roll to hit than the opponent has dots in Strength, the opponent is knocked to the ground and held in a choke hold. Opponents in a choke hold are dealt one unsoakable level of bashing damage per turn. Damage from the choke hold cannot be soaked but does heal after an hour of rest. Opponents may escape from the choke hold by winning a contested roll of Strength versus Strength (Difficulty 6).

**Forceful Wind (min Brawl 3)** Dex + Melee (Diff 8) Damage: Strength + 2 The Kailindorani makes a running leap and delivers a powerful kick to his opponent'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.

Actions: 2

**Little Cyclone (min Brawl 3)** Dex + Melee (resisted by foe's Dexterity + Athletics) (Diff 6) Damage: 1 die + 1 per extra success) 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.

**Storm Dance (min Brawl 3)** Manipulation + Melee (resisted by foe's Wits + Brawl) (Diff 7) 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 intimidate 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 remaining 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.

Actions: Special

**Tornado Kick (min Brawl 3)** Dex + Melee (Diff 7) Damage: Strength + 3) The Kailindorani spins around once with incredible speed, her momentum adding bone-jarring force to her kick.

**Whirlwind (min Brawl 3)** Dex + Melee (Diff 7)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.

**Changing Breeze (min Brawl 5 & Primal Urge 3)** Dex + Melee (Diff 7) Damage: Strength ) The Kailindorani changes from a smaller to a larger form as she slowly retreats while hurling a punch, kick, or slash towards the opponent. This increases the opponents attack difficulty by one.

Usable By: All except Hispo and Crinos

**Fading Breeze (min Brawl 5 & Primal Urge 3)** Dex + Melee (Diff 7) Damage: Strength) The Kailindorani changes from a smaller to a larger form as she slowly retreats while hurling a punch, kick, or slash towards the opponent. This increases the opponents attack difficulty by one.

Usable By: All except Hispo and Crinos

**Growing Tempest (min Brawl 5 & Primal Urge 3)** Dex + Brawl (Diff 7) Damage: Strength +1) By grabbing and grappling her opponent while changing into a stronger form, the Kailindorani can use her increasing strength to crush him while changing. To free himself the opponent must win a contested Strength vs Strength roll. The damage caused by this maneuver cannot be aggravated unless the Garou shifts into Hispo (at which point he is grappling with his jaws). This maneuver requires the expenditure of a Rage Point (Or the Metamorph Skill and 3 Kailindo or Higher)

Usable By: All except Hispo and Crinos

**The Hurricane (min Brawl 5 & Primal Urge 3)** Dex + Brawl (Diff 7) The Kailindorani changes into Crinos as she is about to throw an opponent, adding the foothold and force of the battle-form to her action. The Opponent is thrown two meters per success + the kailindorani's Strength rating. The damage is usually strengths + Successes but depending on what the opponent lands on, may be more or less at the storyteller's discretion.

Usable By: All except Crinos

**Melting Wind (min Brawl 5 & Primal Urge 3)** Dex + Brawl (Diff 6) By Changing to a smaller form while being held or grappled, the Kailindorani can ease her way out of her opponent's grip. Roll dexterity + Kailindo as usual and add the successes to the strength pool for the purpose of escaping the grip. A botch results in additional damage from the hold, as well as increasing the difficulty of trying to escape again by one.

Usable By: All except Homid and Lupus

**Moving Breeze (min Brawl 5 & Primal Urge 3)** (Special) (Diff 6) During a dodge, the Kailindorani assumes a smaller form. The player may add the success of the shape changing roll to her Dex + Athletics dice pool for the rest of the turn. If the kailindorani spends a rage point rather than rolling Stamina + Primal-Urge, she is considered to have scored five successes.

Usable By: All except Homid and Lupus

**Striking the Wind (min Brawl 5 & Primal Urge 3)** Dex + Brawl (Diff 5) The Kailindorani takes a hit, but changes into a larger form and strikes with a counter attack. Although he is hit, the diff on the soak roll is reduced by two. This maneuver requires the expenditure of a Rage point (or Metamorph + Brawl of 3 or higher)

Usable By: All except Crinos

**Subtle Draft (min Brawl 5 & Primal Urge 3)** Dex + Brawl (Diff 6)The Kailindorani performs a charging tackle on her opponent while in Lupus. As the opponent falls, the Kailindorani changes into a larger form and gains the upper hand in the fight. This reduces all difficulties on the Kailindorani's attacks against her opponent in the subsequent turn by one. This tactic is very useful when several characters work together as a pack.

Usable By: Lupus

**Sudden Flurry (min Brawl 5 & Primal Urge 3)** Dex + Brawl (Diff 6) Damage: Special) By Changing to a larger form while being held, the Kailindorani takes advantage of this situation by throwing her opponent to the ground, for a distance of one foot per success + the Kailindorani's Strength rating in feet.

Usable By: All except Crinos and Hispo