Hand to Hand Dragoon Combat: Dalikar (Exclusive)


By Jenette Downing

Entrance Requirements
Character must be a dragoon or dragon knight and possessed of a strong will (M.E 17+)
Years of study needed: 5

Dalikar is the primary martial arts practiced by all dragoons and based off the fighting style of dragons and places emphasis on effective and deadly combat, with a variety of kicks and leap attacks for distance combat and grappling/throwing techniques for close quarter fighting.

A skilled master when surrounded by opponents will attempt to parry or dodge the attacks, concentrating on the most threatening opponent in an attempt to cripple or disable it as quickly as possible before moving onto the remaining foes, preferably using flips and throws to send one opponent flying into others, and their amazing leap attacks on stunned, crippled, or extremely large enemies.

In singular combat a dragoon would spend the first melee round evaluating their opponent before responding with an appropriate attack; if the opponent is less skilled or enraged a Dalikar master will respond with simultaneous attacks and multiple strikes to end the fight quickly. If the opponent is equal or superior the dragoon will attempt either a flip or throw to stun or disorient their opponent before finishing them off with a critical strike.

When subduing opponents the idea is to seize the leading part of the opponents body, usually at the wrist or ankle; at this point the dragoon can either use the opponents momentum in a flip, or by applying a joint lock lead them to a helpless situation on the ground.

Costume
Training is usually done in a one-piece short-sleeved silk dress that ends about one inch above the knee. The dresses are usually dyed the color of the dragon they follow and with their clan symbol placed on the front.

Character Bonuses
+2 to p.p
+3 to P.E
+15 to S.D.C
+4 to hp

Combat Skills
Escape Moves: Leap, Back flip
Defense Moves: Dodge, Parry, Automatic Parry, Circular Parry, Multiple Dodge, Disarm.
Hand Attacks: Strike, 1d6, Back Fist1d4+2, Palm Strike 1d6+1, Knife Hand 2d4, and Knee/Elbow 1d4+3
Kick Attacks: Snap Kick 1d6, Wheel kick 2d4+2, round house kick 2d6+4, Tripping leg hook knock down
Special Attacks: Automatic flip/throw 3d6+2, Critical flip/throw x2 damage, Death blow, Jump attack
Holds/Locks: Automatic wrist lock, automatic leg lock.

Skills Included In Training:
Martial Arts Powers: Kailinga, plus select 1 power from Atemi, Body Hardening, and Chi Mastery
Physical: Anticipation, Running

Martial Art Technique:
+4 to parry and dodge, +3 to strike, +4 to leap attack, +4 to body flip/throw, +4 to disarm, +2 to damage, Critical body flip/throw on natural 18,19,20, +3 to roll with punch.

Why Study Dalikar?
Dalikar blends a decent mixture of short and long range attacks as well as a common sense approach to battle. Attacks should be unexpected, should first make the opponent helpless, and then finish him off. It also deals well with multiple attackers; the only big disadvantage is the uselessness of the jumping abilities indoors or against agile opponents.