Hunted and pursued by their enemies, the Stargazers turned their inner fortitude into an outer expression of their will, creating a powerful martial art. Using this martial art and a newfound sense of caution, the Stargazers were able to protect some of their land from the encroachment of their enemies. Who were these enemies, these destroyers of life and light? They called themselves... human.
You see, the Stargazers were not men, but were rather of the species mortal man often refers to as "werewolves," though they call themselves Garou. The art of Kailindo, which is based heavily on Aikido and Tai Chi, is a natural extension of the powers and abilities of that race, namely the potent ability of shapeshifting and the incredible advantage of supernatural attributes. After several centuries of refinement (which is even now continuing), all Stargazers are expected to know at least a little of this art--and its masters are as terrifying to behold in battle as they are wondrous to hear in peace.
Most of the teachings of Kailindo, both philosophical and physical, stem from the fact that none of its practitioners are human, or even necessarily humanoid. While founded by the Garou (a humanoid race of limited shapeshifters), many other shape-changing beings have learned to use this art and have adapted it for their own use. Thus, the art used by Changelings (skilled humanoid shapeshifters) may differ greatly from the original used by the Garou. (Note: The form of Kailindo presented here is a sort of generic Kailindo, the basis from which any shapeshifting race may adapt it to its own purposes.)
The main point of Kailindo's teachings is fluidity--fluidity of thought, of motion, and of form. The true adept at Kailindo rarely stays in one form through a fight, his features blurring both from the speed of his motions and from the quickness of his changing. Need a weapon fast? Grow claws. Already have a weapon? Keep your hands. Need some speed? Turn into a wolf. Have to dodge? Shrink. Kailindo emphasizes that you should never become so complacent in one shape that you have problems identifying with another, and indeed Kailindo's exercises include "form adaptation" right alongside kick practice and meditation.
Kailindo is inappropriate as a martial art form for "mundanes," mainly
because their inability to change shape prohibits them from accomplishing many
of the moves. Besides which, no self-respecting shape-changer would stay in one
form long enough to teach a plain old human the discipline required for even the
basics of Kailindo.
Entrance Requirements: ME 13; PE 11. Most
practitioners are Good or Selfish.
Skill Cost: 12
years
Costume: Anything light and loose, so as better to accommodate
shape-changing.
Stance: Turned slightly offsides to the opponent, feet
spaced widely, hands close together in front of the body. The practitioner is
expected to conserve energy, moving only when necessary, and striking like the
wind when required. All moves in this martial art are done with fluidity and
grace, almost seeming to be in slow motion to onlookers.
Character
Bonuses:
| Level | Bonuses |
|---|---|
| 1 | +2 to roll with punch, +2 to parry and dodge, +2 to initiative, Critical Strike from Behind, Critical Strike on natural 20 |
| 2 | +2 to strike with kick and jump kick attacks |
| 3 | +10 to Chi, PPE, or ISP (player's choice), Select one additional Martial Arts Power from among Martial Arts Techniques, Special Katas, or Zenjoriki |
| 4 | +1 to parry and dodge, Critical Strike on natural 19-20 |
| 5 | +1 attack per melee, +2 to initiative, +2 to strike |
| 6 | +3 to dodge, +2 to Body Flip/Throw, +1 to initiative, +2 to Maintain Balance |
| 7 | +1 attack per melee, Knock-Out/Stun on natural 19-20 |
| 8 | Select one additional Martial Arts Power from either Body Hardening Exercises or Martial Arts Techniques |
| 9 | Death Blow on natural 20 |
| 10 | +1 to initiative, +1 to strike, parry, and dodge |
| 11 | +1 to Body Flip/Throw, Critical Strike on natural 18-20 |
| 12 | +1 to roll with punch, +1 to Maintain Balance, Select one additional Martial Arts Power from among Body Hardening Exercises, Martial Arts Techniques, or Zenjoriki |
| 13 | +1 attack per melee, +1 to initiative |
| 14 | +2 to damage, +1 to strike, Death Blow on natural 19-20 |
| 15 | +1 attack per melee |
In addition, a being that can normally only transform its entire body may now transform just a piece of its body for the desired effect. However, this requires the full transformative duration unless a ME check is made.
(ex: The Nightbane from the previous example has the Morphus characteristics of Animal Magnetism and Were-Creature: Canine. She wishes to grow claws [which her Morphus has] without fully Becoming and rolls an ME check. She fails; she can still grow those claws, but it will take her a full melee round [in which she cannot do anything except defend herself] to accomplish the feat.)
Finally, the character, by subtly altering their body's form and musculature, may "move around" combat bonuses. This transformation requires one melee of intense concentration, during which time the only actions possible are the dodge (automatic if the character possesses it) and the automatic parry. The maximum number of points that may be moved are equal to the being's Mental Endurance. If the character so wishes, they may also move so many points that they have a negative (penalty) in one or more bonuses, so long as the points moved are equal to or less than their ME. This alteration lasts for a maximum length of (ME divided by 3) melee rounds, rounded down. Finally, because of the unnatural twisting of ligatures and bones, the character takes a number of points of damage equal to the number of points moved, direct to hit points, both at the time of the transformation and when returning to normal! If the being has a regenerative ability, this ability takes twice as long to heal the damage; however, if the being's natural state is fluid, colloidal, or ectoplasmic, the damage is reduced by half.
(ex: The Nightbane from the previous two examples has the following combat
bonuses: +6 to strike, +7 to parry, +5 to dodge, +10 to damage and +4 to
initiative, as well as possessing an ME of 14. She gets into a fight most
heinous with a lone Hound. In this case, it is better to act first and hit more
often, so she decides to move her bonuses around--but she cannot move any more
than 14 points. After one melee round of concentration and heavy defense, her
bonuses now look like this: +10 to strike, +2 to parry, +1 to dodge, +10 to
damage and +9 to initiative! Because she moved 5 points from her parry bonus and
4 from her dodge bonus, she has moved only 9 points--well below her maximum of
14. As an unfortunate side-effect, she also takes 9 points of damage direct to
her HP immediately, and will take another 9 HP of damage at the end of three
rounds, as her body returns to normal--well, as normal as Nightbane get,
anyway.)