Dwur Beldegar Style Fighting
By Sinestus

Yes, another Smigs style of combat, with some wonderfully fictitious background about forgotten monks, drunken dwarves, ancient masters, or whatever... I don't really feel up to the "background regurgitation" part of this, so I'll cut to the chase.
Dwur is a fighting style designed to counter-act the oh-so-powerful locking and chi styles. To master this form, one must give up everything. GM digression as to who can select this, but beware, it is incredibly powerful in the right hands.
The primary principle of Dwur is to act as an empty vessel, and react to the chi flow as it is changing. When a Dwur fighter is preparing for combat (usually their first melee action), they will purge themselves of chi using the Dwur Doragi Technique making themselves invisible to their opponent's Chi Eye (e.g.: Zanshin), then respond to their opponent's first attack with a handstand. The ideal of the style to compliment the opponent's fighting style by not stopping their opponent's attacks, but letting them pass freely. So the Dwur master will often oblige their opponent's wishes by not being where the opponent wishes to place his fist.
Requirements: P.P.: 13, P.S.: 10, P.E.: 10, I.Q.: 13 ; Most are Taoists or Anarchists, Most will acknowledge other Codes of Honor, and respect them, but only follow them when fighting honorable opponents.
Training: 20 years
Character Bonuses
+2 to P.S.
+3 to P.P.
+10 S.D.C.
Stance: Constantly changing. The most preferred stance for a Dwur master is the Handstand, after activating the Doragi Technique, this will usually be their next maneuver. Ideally, the Dwur master will move like a snake, wrapping a victim in its coils.
Outfit: Loose pantaloons or aikido style pants, women usually wear a light shirt as well, but men are trained topless to provide maximum movement. In ritual combat climbing style shoes with cleats (+1D4 damage), spined bracers (+1D4 damage to elbow and fore-arm strikes) are added.
Combat Skills
Attacks per Melee: 4
Hand Attacks: punch/strike, palm strike, fore-arm strike (1D6), elbow (1D4), shoulder grind (a wicked turning/rising fore-knuckle technique that targets the shoulder joint, natural 10+ to land, but deals 1D4 [flat] to H.P., once per melee). Fore-knuckle punch (1D10)
Foot Attacks: kick, snap kick, tripping leg hook, turning kick (dodge/kick), drop kick (dodge/kick), axe kick, roundhouse, crescent kick,
Basic Defense Moves: parry, dodge, auto-parry
Advances Defense Moves: roll, handstand/dodge (goes to handstand, can be used to move into grapple range), handstand roll, backflip.
Holds/Locks: neck hold, leg lock, arm lock, wrist lock, leg hold, arm hold.
Escape Techniques: backflip, roll, automatic maintain balance.
Modifiers to Attack: critical on surprise/behind, chi break (special, like Paralysis Attack, but disrupts Chi Use for 1D4 melees, can only be done once per melee), knockout.
Special Moves: Tripping Tackle (combination move, an anticipated tripping leg hook, followed by a pinning tackle. The hook counts as a parry at half normal bonus, the tackle is a flat roll). Low Spin Sweep (combination dodge / back sweep). Handstand, cartwheel, backflip (dodge/kick), Leg Neck-Lock (done from handstand, defenders are at -2, if the lock misses, target still takes 1D6 damage, and handstand is broken). Follow-up Leg lock (follows Leg Neck-Lock, grabbing legs, if successful, victim is totally incapacitated, and cannot use "Art of Escape" without breaking a leg). Rising Kick (done from prone, aims for chest, raises fighter to handstand, requires natural 12+, if successful, does 2D4+ damage). Locked Punch (can only be done upright, shifts to a horse stance-esque position, fighter is -2 to defend after throwing the punch but, the attack cannot be locked/held/or auto-lock/hold defended, strike deals 2D6 + damage, and on success will knock down opponent, only punch for the melee.) Inverted Roundhouse (handstand technique, spins low to strike the gut, only kick that melee, but deals 2D6+ damage and on success will wind an opponent [costing them 1 action]), Counter Lock (standing technique specifically in response to a wrist lock, success allows the Dwur fighter to place his captor in an equally balances Ankle or Elbow lock using his legs, the original lock is not broken, but both fighters are locked until the wrist is released [thus breaking both locks]), Double Leg Kick (similar to the Mule Kick, handstand brings hands to chest and curls legs, then kicks out, takes 2 actions, deals 3D6+2 + damage, will throw opponent), Tackle/Pin Incapacitate
Weapon Katas: Select one: Mouth Weapons or Grappling Hook
Additional Skills: Escape Artist/Contortionist, Prone Fighting, and Select one: Wrestling, Anticipation, or Use/Recognize Poison.
Martial Arts Powers: Select three powers from Invisibility, Martial Arts Techniques, or Atemi.
Special: Dwur Doragi Technique - Activation of this power makes the master a null point of Chi. They become invisible to the Chi world, as they will effectively remain at zero Chi for the duration of the combat. This makes them immune to ALL chi based attacks and moves, including Body Chi, Hard/Soft Chi and the Dim Mak. Because of this technique, no one with Dwur can ever learn Chi Mastery or Chi based powers. GM Digression as to wether or not this negates already in effect Dim Mak.
YES, this does halt normal healing for the fighter during combat; however, one full melee of meditation will allow the Dwur master to recover his full chi and return to normal functions.
Level Advancement Bonuses

1st: +2 to handstand, backflip, and cartwheel moves, Critical on Behind/Surprise
2nd: +2 to dodge, +1 to holds/locks
3rd: +2 to balance, +1 to parry
4th: +1 attack, +1 strike, Knockout on 19+ with handstand moves
5th: Select one power from Invisibility, Body Hardening, or Martial Arts
6th: +1 to balance and handstand/cartwheel/backflip
7th: +1 to parry and dodge, +1 attack
8th: Knockout 18+ from handstand, Critical 18+ from handstand
9th: +1 to holds/locks and strike
10th: gains Auto-Dodge and Auto-Roll to Handstand (can only use one or other in response to an action)
11th: +1 to balance and handstand/backflip/cartwheel
12th: Select one power from Invisibility, Atemi, or Body Hardening
13th: +1 to strike and dodge
14th: Knockout from behind, critical 19+ when not in handstand.
15th: +1 attack, +1 to handstand/cartwheel/backflip
For Clarification: People Using this style should track their unmodified Handstand/cartwheel/backflip bonus, this stack on top of the characters normal strike/parry/dodge bonuses when a move is used in combination (E.G.: handstand crescent kick), when striking with a weapon, the move can be coming out of a handstand (thus getting the bonus), but the handstand is broken. If the fighter is tripped in handstand, they may maintain balance to roll to standing, but suffer 1D6 damage from the kick either way.
Going to a hold/lock breaks handstands as well.



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