Difference between revisions of "Kibatsumejutsu"

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Req Celerity 3, Auspex 3
 
Req Celerity 3, Auspex 3
  
The Kindred may act in the surprise round even when they are the one being surprised.  
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The Kindred may act even when they are being surprised. Negates the Surprise retest.
  
 
=== Burning Wrath ===
 
=== Burning Wrath ===

Revision as of 14:30, 26 February 2023

Kibatsumejutsu

Kibatsumejutsu or alternatively “ The Way of Tooth and Claw” are a series of combat maneuvers that have been circulation in select Kindred circles over the last 50 years. Thought to be the culmination of kindred research into the powers and processes of their eastern neighbors, Kibatsumejutsu is a series of specialty combination disciplines that give kindred access to a greater variety of options in combat. The “Way” as it is sometimes called has spread quickly through Sabbat cities and also is very popular among the youth of the Anarch Movement.

The Brujah, in particular, have a knack for both developing and learning these fighting techniques.

Other clans can learn them but they are always cheaper for Brujah. In addition, the discipline requirements for learning them are treated as one lower for a Brujah.


Thunder Clap Strike

Challenge Athletics vs Athletics Cost: None Duration Instant

Req Pot 3 Celerity 3

By striking the opponent on the ears the brujah sends a shock to the opponent’s nervous system. If successful the target loses a number of retests in a skill equal to the user’s potence rating. It only targets one skill. The user may choose Firearms, Melee, Occult or Athletics. Useable with celerity

Hand of Stone:

Challenge: N/A Cost: None Duration: Passive

Req: Potence 4 Fortitude 3


With an action, the kindred can grab and destroy any complicated piece weapon a target is holding. Gun barrels twist, Bowstrings snap, crossbows fall to pieces. The kindred may make a Brawl test (vs defense) to destroy a target's ranged weapon. This doesn't work on melee weapons like sword or staves, but it would work on a flail. The rule is basically (is the weapon mostly one piece?) Weapons with the durable tag are immune

Lightning Reflexes

Challenge: N/A Cost: Nonet Duration: Passive

Req: Celerity 3, Potence 3, Auspex 4


The Kindred has learned to manipulate his hands faster and more accurately than the rest of his body. This allows the kindred to use Brawl retests as though they were Defense retests. ( A character can use either their brawl to defend against an attack or their defense skill, not both. The benefit comes when being attacked twice in one turn.) This allows the kindred to do impossible things, like catch bullets or punch a sword strike. Refreshing Brawl after using this Discipline requires two willpower.

True Accuracy

Challenge: N/A Cost: None Duration: Passive

Req: Potence 2, Auspex 4

The kindred supersonic hearing is so finely tuned that he can hear the heart of his opponent pumping vitae through his system. This gives the kindred the edge when trying to stake opponents. Kindred with this power need to win 1 less medicine challenge to successfully stake an opponent.

Pursuit of the Wolf

Challenge: N/A Cost: None Duration: Passive

Req: Animalism 3, Celerity 2


The kindred learn to reposition like a fearsome beast pursuing his prey. After making an attack or taking an action the kindred may take one step. This step is taken in addition to the standard step count

Elegant and Deadly

Challenge: N/A Cost: None Duration: Passive

Req Presence 3, Celerity 2

The user moves with such precision grace that she masks the fact she is using celerity at all and bewilders the crowd. This ability has two effects. One, anyone watching the combat becomes filled with wonder and excitement. Two, mortals watching will ignore up to celerity 3 and wave it off as the kindred just being supremely skilled.

Defanging the Beast

Challenge: N/A Cost: None Duration: Passive

Req Potence 3, Auspex 3

With accuracy and precision the kindred can reach into the mouth of his opponent and rip his fangs out. After a successful brawl attack, the kindred can choose to remove his opponent's fangs, dealing one ag instead of dealing his normal unarmed damage. This is usually done as an insult.

Punch Through

  • Challenge: N/A
  • Cost: None
  • Duration: Passive

Req Fortitude 2, Dominate 3, Potence 2

With this power the Kindred has mastered mind over matter. Alternatively he thinks therefore he is. Developed by a Ventrue posing as a sabbat brujah he supplemented his meager potence rating by hypnotizing himself into a state where he no longer believed his hands felt pain. No one questioned him after they saw him punch through a cinderblock wall. The kindreds fists cut through hard armor like a hot knife through butter. Any time the kindred strikes a target wearing armor he may choose to destroy said armor instead of dealing his usual damage.

Quicken Instincts

Challenge: N/A Cost: N/A Duration: Permanent

Req Celerity 3, Auspex 3

The Kindred may act even when they are being surprised. Negates the Surprise retest.

Burning Wrath

Challenge: N/A Cost: 1 Willpower Duration: 1 action

Req Celerity 3, Potence 4, Presence 3

The Brujah charges his fist with wrath and rage, making her hand into a searing hot fist of vengeance. After activation, the Brujah’s next unarmed punch deals her potence rating in aggravated damage. This only counts for one punch, and it only remains “charged” for two rounds after activation. It takes an action (physical) to turn on burning wrath. Burning wrath damage counts as fire for all purposes. The damage cannot be boosted. Combinable with Celerity.

Get Down

Challenge: Physicals(Athletics) vs Physicals (Athletics) Cost: 1 Blood Duration: Instant

Req Potence 3, Fortitude 3, Celerity 2


The Brujah widens their stance and makes themselves more imposing. The Brujah reflexively spends a blood if an opponent attempts to attack an ally behind them. The Brujah makes a Physicals(Athletics) vs Physicals(Athletics) test against the would be attacker. If the Brujah succeeds, the opponent can not move past the Brujah but can still make the attack. However, the Brujah may act as the defender in the check on behalf of whomever they were defending. If the Brujah fails the defense, the person they were defending will take the damage, not the Brujah.