Baruk Gathol
By Sinestus

Another great style with origins in the Ironfoot Mountains. Often seen as the primary competition style to Jawa Fuzz's famous technique, Baruk Gathol was developed under similar circumstances. The style first saw use in the Battle of the Iron Fields, when General Jargh Morndin and his personal guards lead the attack against the Orcish Horde. Their prowess with axe and sword won the General's troops a grand foothold in the annals of history. So powerful was his combat style, that it is even rumored that the General could cleave a man in half with a single blow, armor and all.
The primary weapon of Baruk Gathol is generally an Axe or War Hammer, however, many taller students employ Flamberges or Claymores, the main idea is that the fighter can strike with their greatest strength when using both hands on the weapon. The masters of the style teach that the size of the fighter's weapon should strike fear into the heart of an opponent long before the warrior removes it. It takes a true soldier to understand that bigger is better, and always will be.
Training to become a master requires enrollment as a soldier for High Commander Jargh Morndin, who now leads a mercenary company throughout the land. Once enlisted, any soldier showing devotion and potential is invited into the Advanced Combat Program. The Program automatically places the soldier on the front lines of any assault; however, it also partners him with a Master who teaches the soldier all the techniques of the trade. Within 7 years a student will have all the basic methods down pact, and at that point they are allowed to leave the company (if their contract is up), or return to the normal troops. Should the student choose to continue their education in Baruk Gathol, they will spend another 7 years mastering the methods of Crushing and Blocking.

Requirements: P.S.: 15, P.P.: 10, P.E.: 10
Training: 14 years, for full training, or 7 without the Special Moves of Crushing and Blocking.
Bonuses: +4 to P.S., +1 to P.E., +5 S.D.C.
Initial Stance: generally evenly balanced between front and back legs, firmly planted sidelong with opponent. Weapon is held either in front of the chest, straight up or slightly forward, or at the waist with blade pointing away from the opponent.
Outfit: Padded Armor full suit for practice, overlaid with plate mail or scale mail half suit in combat.
Combat Skills
Attacks per Melee: 2 (cannot benefit from boxing)
Hand Attacks: strike/punch, power punch (one attack, 1D10 + damage, opponents +1 to dodge), turning punch (dodge/punch, if done with weapon pommel deals 3D6 damage, otherwise 3D4). grand punch (2 attacks, 2D6 damage, opponent is +1 to dodge, natural hit of 14+ will unbalance target, maintain balance or fall/loose one attack.)
Foot Attacks: kick (2D4), roundhouse (3D6), crescent kick (2D6), power kick/punt (2D6+2, main body only, only kick, can be used in grapple to break away, two attacks)
Basic Defense Moves: parry, dodge, auto parry, roll
Advances Defense Moves: circular parry, power parry
Holds/Locks: none
Escape Techniques: power kick/punt, roll
Modifiers to Attack: critical, knockback
Special Moves: leap attack, disarm.

Blocking - special Disarming parry only useful against weapons, success grants a 30 +3%/level chance of breaking opponents weapon (lest enchanted otherwise). If break is not successful, but parry is, opponent is disarmed (GM May offer P.S. roll as defense, d20, under P.S. saves). Can only be done while using a weapon. Cost one action to use.

Crushing - Massive striking technique, designed to crumple armor and mangle the wearer. Can only be done once per minute, A.R. of armor is -2 with this attack, including Natural A.R.s. Strike is automatic Critical if successful, but defender is +2 to parry/dodge. If parried, must be by weapon, and there will be chance of Breaking the defending weapon, otherwise the defender must also roll with impact or be disarmed. After fifth level can be done as a Dodge/Strike. Although the attack is fast, even when successful slightly unbalances the fighter (costing a total of two melee actions), for one action following the attack, the fighter is -1 to parry/dodge.

Knockback Bonus - with all strikes, the fighter is attempting to unbalance their opponent. With any strike dealing exceptional damage (17+ P.S. with weapons dealing 3D6, 22+ P.S. with those dealing 4D6, etc...) the opponent MUST make a Maintain Balance or Roll with Impact (without losing an action) or they will suffer penalties as a throw (knocked down, lose one action). Only opponents BOTH stronger and larger are somewhat immune (only suffering knockback from CRITICAL and maximum damage Strikes).

Throwing - can hurl their primary weapon with HALF their strike bonus plus their weapon's Throw bonus, up to their P.S. in meters, and at just the Throw bonus up to twice their P.S. in meters. (Gains both Hand to Hand Damage Bonus and P.S. damage bonus on this.... as well as the chance of Knockback as normal)
Weapon Katas: Select Two (2): Axe, Hammer, Great Swords (Two-handed only), Polearms/Halberds. Select one as Primary (starts at level 2).
Additional Skills: Body Building, Strength Training/Toning (+2 to P.S. and PB, +5 S.D.C.), and either Recognize Weapon Quality or Arm Wrestling
Martial Arts Powers: Select Two from Body Hardening or Martial Arts Techniques (except Awareness), (Generally Winter/Summer Training, Chi Gung)
Level Advancement Bonuses
(NOTE: the +D6 Damage bonuses only apply to Primary Weapon, other weapons covered by Katas receive a +1 damage instead. Weapons not covered by Katas receive NO damage bonus from the martial art.)
1st: +2 to strike, Critical on 20, +2 to dodge
2nd: +1 to initiative, and combo moves (dodge/attack, goes to both) +1 level to WP of Primary Weapon.
3rd: +1 die of damage with weapons, +1 attack
4th: Select one power from Body Hardening or Specialty Katas
5th: +1 to strike, +2 to roll and disarm, gains Circular Parry
6th: +1 to Throwing attempts, Critical 19+, +1 level to Primary Weapon Kata
7th: +1 attack, +1 to combo moves (dodge/attack, goes to both)
8th: Select one power from Body Hardening or Martial Arts Techniques (no restriction), +1 to Throwing attempts.
9th: +1 die of damage with weapons, +1 to dodge
10th: Critical 18+, +2 to disarm. May opt to add half their normal Strike or Dodge bonus into part of a combo move (select each time move used).
11th: +1 attack, +1 to strike gains Reverse Turning Kick
12th: +1 to roll and parry, +1 level to all Weapon Katas.
13th: +1 to combo moves, +1 to Throwing attempts
14th: Select one power from Body Hardening or Specialty Katas. Critical 17+
15th: +1 attack, +1 die of damage with weapons.

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