( Hand to Hand: Martial Arts ) Aikido ( revised )
( Hand to Hand: Martial Arts ) Aikido ( revised )
( Hand to Hand: Martial Arts ) Aikido ( revised )
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Daikido - The Way of Total Concentration<br />
Daikido was designed with the idea that no more action should be taken than is absolutely<br />
neccessary. Rather than landing a flury of blows on an opponent as many other martial artists will do,<br />
a master of Daikido will bide their time until an opening appears and then make a single strike of<br />
deadly effect. Likewise, rather than madly dodging or making a flury of parries, a master of Daikido<br />
will deftly remove themselves from the path of several attacks at once, or fend off many blows with<br />
one sweep of an arm.<br />
Training emphasizes being fully aware of what one is doing, planning every action and thinking<br />
through the concequences of one's movements, words, and deeds. As a result irresponsible or<br />
spontaneous people have a tendency <strong>to</strong> either change or drop out before getting very far through<br />
training. This will almost always completely shape a person's entire approach <strong>to</strong> life leading <strong>to</strong> a more<br />
thoughtful, cautious person. A master will always be of the opinion that if you are going <strong>to</strong> do<br />
_anything_, you should make sure you do it right.<br />
Entrance Requirements: M.E. 12<br />
Skill Cost: 8 years<br />
Costume: Pretty much anything goes. Practitioners will rarely wear constricting or akward clothing.<br />
Stance: A variety of stances can be used, but the centre of mass is invariably low and the weight is<br />
almost always shifted <strong>to</strong> the balls of the feet.<br />
CHARACTER BONUSES:<br />
Add 3 <strong>to</strong> M.E.<br />
Add 2 <strong>to</strong> P.P.<br />
Add 15 <strong>to</strong> CHI<br />
Add 5 <strong>to</strong> S.D.C.<br />
COMBAT SKILLS<br />
Attacks per Melee: 1 (note: if you take boxing you _do not_ get the extra attack, however you do get<br />
the other bonuses and the number you need <strong>to</strong> roll <strong>to</strong> knock someone out is reduced by 1.)<br />
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance<br />
Basic Defensive Moves: Dodge*, Parry*,<br />
Advanced Defenses: Multiple Dodge*, Disarm, Circular Parry*, Breakfall*<br />
<strong>Hand</strong> Strikes: Punch, Knife <strong>Hand</strong>, Palm Strike<br />
Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Tripping Leg/Hook<br />
Holds/Locks: Arm Hold, Neck Hold, Finger Lock, Arm Lock<br />
Modifiers <strong>to</strong> Attacks: Pull Punch, Critical Strike or Knockout on 18-20, Critical Strike or Knockout<br />
from behind, Death blow on natural 20<br />
* The starred abilities are semi-au<strong>to</strong>matic, each round the first of these done does not take an attack<br />
or action.<br />
SKILLS INCLUDED IN TRAINING<br />
<strong>Martial</strong> <strong>Arts</strong> Powers: Two martial arts abilities can be selected from <strong>Martial</strong> <strong>Arts</strong> Techniques,<br />
Specialty Katas, Body Hardening, and Chi Abilities. In addition, the Kime or one mind kata is<br />
au<strong>to</strong>matically learned at first level. Up <strong>to</strong> two of these may be traded in for basic skill programs (no<br />
physical skill program). The kime ability may not be traded for a skill program.<br />
Skills: None<br />
Language: None