Aikido (Lancer)
• - •••••
Dextérité 2 & Astuce 2 & Bagarre 2
Reload, p.71
Aikido is one of the best known martial arts in the world, both for its signature spinning and throwing techniques and its philosophy of peace and harmony

Your character is a skilled practitioner of aikido, or another martial art that emphasizes throwing the opponent. She knows how to blend with the force of an attack and amplify it to send her enemy sprawling.

Dots purchased in this Merit provide access to special combat maneuvers. Each maneuver is a prerequisite for the next. Aikido maneuvers are based on the Brawl Skill and work in conjunction with unarmed combat. (Some aspects of traditional aikido involve a weapon, but they are beyond the specific purview of this Merit).

Ukemi (“Receiving;” •): Your character knows how to fall properly and get up quickly. He may stand up from a prone position (but not both) once per turn as a reflexive action, and is considered to have one point of armor against bashing damage caused by falls – but not other sources.

Aiki (“Harmonious Energy;” ••): Your character is skilled enough to defend with a throw by avoiding the attack and seizing his opponent’s balance. If he forgoes his standard Defense, roll Dexterity + Brawl; if the result exceeds the opponent’s damage roll the character suffers no damage and immediately applies a grappling hold or (once he attains the third maneuver) shihonage. He may employ this maneuver against Brawl, Weaponry or close-range Firearms attacks.
Drawback: This maneuver constitutes your character’s action for the turn.

Shihonage (“Four Directions Throw;” •••): The character can throw an opponent quickly and forcefully, without getting tangled up in a clinch. Treat a shihonage throw like a standard Brawl strike attack, except that it also knocks the opponent prone up to as many feet away as your Size + Brawl successes in any direction the character prefers.

Renzoku-waza (“Combination Techniques;” ••••): The character can attempt multiple grappling or shihonage attacks per turn, or he can defend with multiple throws using the Aiki maneuver. He may make one additional grapple or shihonage for each point of Dexterity that he has above 2. Each extra action is rolled at a cumulative –1 modifier. Thus, he can attempt two grapples or shihonage at Dexterity 3 (with the second at a –1 modifier), three at Dexterity 4 (at a 0, –1 then –2 modifier to dice rolls) and four at Dexterity 5 (at 0, –1, –2 and –3 to each dice roll, in turn).
Drawback: If the character’s first action is anything but a grapple or shihonage attempt he cannot use this benefit.

Kokyu-ho (“Breath Power;” •••••): Your character’s throws are so strong that he can either throw someone double the usual distance with his shihonage, or inflict lethal damage with it.
Drawback: Spend one Willpower point per attack. Note that this Willpower expenditure does not add three dice to the attack.