Rex-fi-Do
By Sinestus

Well, I've basically mad at least one martial art for each of the primary races (the optional player races at least), except changelings and wolfen. Changelings I'll do next, so here's the wolfen style...
And yes, I will refer to the Battle of the Ridge once again...Although a fairly common style, taught to all withing the Black Tree Clan, credit for its perfection is given to Fidelus the White. Fidelus was one of the leading wolfen generals who partook in the Battle of the Ridge, leading the attacking forces into the dwarven territory, and although his forces were defeated, legends still circulate about the ghost-like wolfen who struck with the power of the gods.
Fidelus was forced to escape that battle, and now travels with his clan in the north. All prospective students are accepted, provided they are of a canine race. Sometimes non-canine students are admitted; however, the training requires full contact fighting (thus non-canines are often.... devoured... during the training) and only exceptional fighters remain.

Requirements: (60% are wolfen, 35% are Kankoran/Coyles, the rest are a mixed group). P.S.: 16, P.P.: 12, P.E.: 12
Training: 8 years
Character Bonuses
+2 to P.S.
+1 to P.P.
+2D4 Spd
+1D6 H.P.
Stance:
Crouched, often pacing on all fours or in a three-point stance.
Outfit: One to two weapon harnesses/belts, and a kilt-like outfit or loose pants.
Combat Skills
Attacks per Melee: 2
Hand Attacks: knife hand/claw strike (+1D6 damage to claws), Power Punch (+1D10 damage), Duo-Claw (cannot automatic parry, double damage), parry/swipe (half strike bonus, 1D4+ damage).
Foot Attacks: backward sweep, tripping leg hook, flip/kick (rolls towards target with one leg extended to strike, can dodge one opponent to kick another in one action, but cannot be used as a dodge/kick on one opponent. full bonuses, deals +3D6 damage, only kick that melee), axe kick, roundhouse kick
Basic Defense Moves: parry, dodge (no auto-parry until third level)
Advances Defense Moves: auto-roll (can roll with all attacks during the melee), auto-dodge, multiple dodge
Holds/Locks: see special moves
Escape Techniques: roll/auto-roll, maintain balance
Modifiers to Attack: critical, critical from behind
Special Moves:

Bite Bonus - Biting strikes gain one-quarter the Wolfen's normal P.S. bonus. (At level six they gain half the P.S. bonus). If the wolfen has Anticipation, they may bite with it, gaining +1 to their roll the first time it is used against an opponent.

Clamp - a biting move, where the wolfen maintains the hold as long as possible, while in this hold, the wolfen's hand and feet are free for parrying and knife-hands, but dodging is not possible without an excessive P.S. (must be able to lift 150% the victim's weight to drag them around, but they get +3 to break the hold) or letting go. The bite deals normal damage, but dragging a victim deals 1D6 per dodge. If the wolfen successfully targets a joint or similar this acts as a hold (until fifth level, then as a lock to limbs, hold to neck/body). Neck holding can act as a choke, dealing 2D4 to H.P. each melee action.

Pounce - body block/tackle forced on the arms. +3 to strike, deals damage as a Dual-Claw Strike, but only aimed at main body. Success can pin on natural 16+ (+1 to pin for every 20 lbs the wolfen has on the victim). Uses Leap and Body block/tackle bonus. Takes two actions.

Shred - Gained at third level, requires a successful pounce. Wolfen rakes victim with hind legs, can target main body or legs (but a miss on the legs, 12 or less, misses completely) Deals 3D6 per leg (claw bonus already included). Victims are -4 to parry, (only -2 to parry/dodge if legs targeted).

Leg tackle - Gained at seventh level. Only applicable against creatures the same size or larger than the wolfen. Allows a powerful strike to the legs (total 4D6 + P.S. damage, half to each leg), which knocks the target down, but leaves the wolfen standing on all fours. Use tackle/leap bonuses.
Weapon Katas: none
Additional Skills: running, swimming.
Martial Arts Powers: Select one from Martial Arts Techniques or Body Hardening (Except for Awareness or Chi Gung), and one power from Specialty Katas.
Special Stance (automatic): If not within grappling range at the beginning of the melee, will instinctively drop to all fours. In this stance can only throw one kick each melee, but gains +2 to Pouncing and Biting attacks, +2 to roll and dodge and +4 to Maintain balance. Parrying breaks the stance, as does weapon use.
Level Advancement Bonuses
1st: +1 to strike, +2 to roll
2nd: Critical from behind, +2 to dodge/auto dodge
3rd: Auto-Parry, +1 attack, +1 (4 feet) to Leap
4th: +1 to strike, select one power from Body Hardening or Martial Arts Techniques
5th: +1 to dodge/auto dodge, Critical 19+
6th: +1 to strike, Critical from behind
7th: +1 attack, +1 roll
8th: Gain parry/pounce option. +1 (4 feet) to Leap
9th: +1 to parry, +1 to roll, Critical 18+
10th: +1 to damage, +1 to dodge (but not auto dodge)
11th: +1 to roll, +1 attack
12th: gain Leap Attack, +1 (4 feet) to Leap
13th: +1 to strike and parry
14th: +1 attack, select one power from Body Hardening or Specialty Katas
15th: +1 to dodge/auto dodge
Special Bonus: Such wolfen pride themselves on their battle scars, and thus will aggravate wounds to make them increase the wolfen's aura of power. For every four points of PB lost because of battle, the wolfen gains +1 to HF/AF (Awe Factor: 7+ used when dealing with wolfen and other monster races.)



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