Jawa Fhuz's Style of Whupass
By Sinestus

Unlike most peaceful folk, many dwarves have always felt the common hand to hand techniques were not effective enough. Some time ago, a blacksmith in the sleepy town of T'tharsis developed a combat technique designed to use a dwarf's natural strength and endurance. Ever since the Battle of the Ridge, warriors of all sorts have flocked to T'tharsis in order to learn this combat technique. Unfortunately for most, entry into Jawa Fhuz's school requires proving oneself to the master. Often applicants are told to stand still, and are quickly beaten within an inch of their life. Only those who manage to stand back up are accepted.
Those observing the fighting style will quickly notice that the technique is fairly straight forward. Generally, the fighter will enter combat yelling at their opponent while closing range. As soon as he are right up against his opponent (or the opponent makes an aggressive move), the fighter lashes out with a Blow-through Strike. No mercy is given to a fallen or wounded opponent. Any opportunity to strike is used to do whatever possible to cripple or kill the opponent.
Requirements: P.E.: 15, P.S.: 15, M.E.: 12. Will NOT be taught to elves, trolls, kobolds, or the like. (Fills Hand to Hand Martial Arts, and five O.C.C. Related Skills).
Training: 20 years, most of which is indentured service.
Character Bonuses
+3 P.S.
+2 P.E.
-1D4 PB.
Stance: Fairly square on. normal fighting range starts as close as possible.
Outfit: Generally loose pants, or a kilt-style outfit. Often 'weighted boots' are worn (read Steel-toe, +2 damage) and iron-knuckles (+2 to damage, but no holds) are used to enhance damage.
Combat Skills
Attacks per Melee: 3
Hand Attacks: strike/punch, power punch, elbow
Foot Attacks: kick (2D4), tripping leg hook,
Basic Defense Moves: automatic parry, parry
Advances Defense Moves: power parry, simultaneous attack, parry/strike (gained at third level)
Holds/Locks: body block/tackle, arm hold, leg hold.
Escape Techniques: none
Modifiers to Attack: knockout, deathblow, break (special, requires a natural 15+, only works in holds. success causes joint to be broken, save vs. Pain, and victim suffers 2D4 to H.P.)
Special Moves:

Head butt -(1D6+1 + damage) - Generally aimed for opponent's head. Can be used from body and arm holds/locks, successful strike naturally above a 14 will break the hold or lock without ill effect. Outside holds/locks, the headbutt gains a bonus of +1 towards Knockouts and critical strikes (but does not increase strike roll, simply makes the K.O./Critical required natural roll 1 lower).

Blow-through Strike - combination sweep/throw. One Roll, use Kick bonuses. Requires 12+. If opening attack (and is Surprise, 30+2%/level chance if opponent suspects a fight, or fighter has the initiative) strike is critical. Opponent's leg is buckled/bruised (suffers damage leg/knee penalties) on critical strike (thus automatic on surprise attack, does NOT receive critical damage bonus). Either way, victim's leg suffers 1D6+ damage, main body suffers 1D4+, and they are knocked down. (Strike hooks knee, then follows through with a blow to the back.)

Grab-headbutt - If grab is successful, 20% +2%/level chance of temporarily blinding opponent for 2D4 melees, and deals 1D6+ damage. If grab is successful, head butt deals 2D4+ damage, and knocks out on natural 17+, otherwise head butt only deals 1D6+ damage.

Fallen Strike - Special - because of the training involved, the fighter gains an additional +1 to strike and damage when attacking a prone/fallen opponent.

Follow Through - starting at level six, whenever the fighter throws a standard strike/punch, they may opt to attempt a second strike (at only half bonuses) with their elbow immediately after. (Thus costing an action to defend against)

Leg Strengthening - Rigorous training allows the fighter to perform 'power parries' against sweeps. Such moves take one action, and if successful prevent the fall and deal 1D4+ damage to the opponent's leg.
Weapon Katas: none.
Additional Skills: Choose two: Body building, Armorer, General Smithing, Recognize Weapon Quality, or Jury Rig. (Or may trade both in for Katas: Blunt or Axe, GM Digression)
Martial Arts Powers: Automatically receives Ao Dah Jong with an additional +1 vs. Pain. And may select one Body Hardening exercise (Most common are: Eternal Clarity, Stone Ox, and Winter/Summer Training)
Level Advancement Bonuses
1st: +2 to Damage, +1 to strike
2nd: +2 to parry, +1 to holds, gains Break option
3rd: Critical on 18+, +1 to initiative
4th: +1 Attack,
5th: +2 to initiative, gain Chi Gung Technique
6th: +1 to holds, +1 to parry
7th: Knockout on natural 17+, +1 attack
8th: +1 to damage, Critical on natural 17+
9th: +1 to strike and parry
10th: Deathblow on natural 20
11th: +1 attack, select one martial art technique or body hardening exercise
12th: +1 to break or +1 to parry (but only one of the two.)
13th: +1 to holds, +1 to strike
14th: +1 to damage, +1 attack
15th: +1 to strike, deathblow on natural 19+
Why Study Whupass?
Because the utter brutality allows efficiency in dealing with any situation.

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