Aikido

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This is a Japanese art founded in 1942 by Morihei Ueshiba and derived from the earlier Aikijutsu. It stresses discipline and a nonviolent attitude. The art, as practiced in combat, concentrates on balance, rhythm and use of an opponent's force against him. It largely involves redirecting an opponent's energies, especially in throws and takedown maneuvers.

Aikidoka (practitioners ofaikido) traditionally wear a uniform known as an aikidogi. Students wear a uniform similar to a karate gi (see "Karate," below). Masters wear a pair of wide pants, almost like a split skirt, called a hakama and a jacket similar to the karate gi, except that the sleeves are not as full. The color of the hakama and jacket sometimes indicates the fighter's level of proficiency.

Since Ueshiba's death, his followers have established their own forms ofAikido. Some of these, such as Tomiki Aikido, are more philosophically- or sports-oriented; others, such as Yoshin Aikido, stress combat realism and are more similar to Aikijutsu.

Aikido

Maneuver

Phs

Pts

OCV

DCV

Damage/Effect

Dodge

/

4

—

+5

Dodge All Attacks, Abort

Escape

var.

4

+0

+0

+ 15 STR vs. Grabs

Extend Ki

/

4

+0

+0

STR +15 to resist Shove; Block, Abort

Hold

/

3

-1

-1

Grab Two Limbs, + 10 STR for holding on

Joint Break

/

5

-1

-2

Grab One Limb; /d6 HKA (2 DC), Disable

Joint Lock/Throw

/

4

+1

+0

Grab One Limb; 1d6 NND(1); Target Falls

Redirect

/

5

+1

+3

Block, Abort

Strike

/

5

+1

+3

STR Strike

Takedown

/

3

+1

+1

STR Strike; Target Falls

Throw

/

3

+0

+1

STR +v/5; Target Falls

Skills

Breakfall *

KS: Aikido

Enhanced Perception (Vision)

Elements

Weapons +1

Use Art with Blades

+1

Use Art with Staff

+1

Use Art with Polearms

Style Disadvantage

Style Disadvantage

The Strike maneuver is not from Aikido as it is normally taught today, but rather from the art's ancestor, Aikijutsu.

Some teachers of Aikido teach the relationship of the art's maneuvers to the use of blades, the staff and halberd-like weapons such as the naginata.

Optional Rules: The Strike may be either a punch or a kick, and this choice can be made before each attack with the maneuver. If a punch, it takes a location roll of 2d6+1; if a kick, it takes a location roll of 2d6+7; if it is not specified, it takes a location roll of 3d6. None of the other maneuvers require location rolls; those which do damage do generalized damage.

Special Abilities: Many different abilities and "powers" have been attributed to Morihei Ueshiba and, to a lesser extent, some of his followers. Some of these abilities include:

1) The ability to fight against many opponents without being harmed, or even touched (Defense Maneuver, DCV Levels).

2) The ability to sense an attacker's actions before he even moved (Telepathy, Danger Sense or Precog-nition).

3) The ability to move long distances in an instant and virtually without being seen. For example, it is said that Ueshiba could stand dozens of feet away from a man with his hand on a gun, then reach him and grab hold of his wrist before he could draw the gun out of the holster! This is best simulated in HERO System terms as a form of Teleport with the Limitation, "Must Pass Through Intervening Space" (-/).

4) The ability to paralyze opponents with but a touch

(a form of Entangle, Transparent to Damage).

An Ch'i

This style might best be referred to as "Chinese ninjutsu." Like Ninjutsu, it concentrates on the use of deception, guerrilla warfare, tricks and traps, and the like. Practitioners of An Ch'i usually carry many hidden weapons, and are masters with thrown weapons—they can even use common objects as lethal missiles! Some of its main masters were the lin kuei, or "forest demons," the Chinese equivalent of the Japanese ninja (and said to be the ninja's predecessors).

The weapon used with the Ranged maneuvers should be chosen by the character when this style is purchased. Small, hand-held throwing weapons such as throwing knives, darts and shuriken are the most appropriate. At the GM's option, the "weapon" in question could be the character's "throwing master" ability, described below.

Optional Rules: The Strike may be either a punch or a kick, and this choice can be made before each attack with the maneuver. If a punch, it takes a location roll of 2d6+1; if a kick, it takes a location roll of 2d6+7; if it is not specified, it takes a location roll of 3d6. The Nerve Strike does not require a location roll; it does generalized damage.

Special Abilities: The lin kuei are said to be masters of many different special abilities. Some of these are simply highly-refined physical skills, but others are mystical in nature and are said to derive from debased Taoist magical teachings. They include:

An Ch'i

Maneuvers

Phs Pts OCV DCV Damage/Effect Block

+2 Block, Abort

Nerve Strike

/4 Strike

Attacks, Abort

Maneuvers

Phs Pts OCV DCV Rng Notes Trained Shot

Combat Skill Levels with Ranged Attacks

Contortionist

Mimicry

Survival

Tracking

WF: Common Martial Arts Melee Weapons * WF: Common Melee Weapons WF: Common Missile Weapons * WF: Off-Hand

SS: Pharmacology/Toxicology Fast Draw

See the Advanced Ninjutsu section and the character templates there for other possible skills and abilities for an An Ch'i master.

Elements

Weapons

+ 1 Use Art with Blades + 1 Use Art with Polearms + 1 Use Art with Staff

Style Disadvantage

1) The ability to turn any small, throwable object into a lethal missile weapon. This ability is so common among the lin kuei that the GM should consider making it a required purchase. It can be bought as a Multipower, one slot of which is an Energy Blast and one an RKA, each with the Limitations "OAF (available throwing objects of opportunity; -V)" and "Range Based On STR Note that the OAF Limitation only gets half of the normal Limitation Bonus due to the nonspecific nature of the objects used. Refer to the "Character Creation" section of this book and Dark Champions, page 33, for more information.

2) The ability to become invisible (Invisibility).

3) The ability to hypnotize people (a limited form of Mind Control; refer to Dark Champions).

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Ancient Philosophy Of Aikido

Ancient Philosophy Of Aikido

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