Giant Grizzly Kung Fu
By Big Red
Entrance Requirements: Character must be at least Size Level 15, with a P.S. of 18, and a P.E. of 12. Also, the character must have at least partial Bipedal Stance and Hands. Humans may also learn this form, but in addition to the other requirements, must be at least 6' 4" and over 400 lbs.
Skill Cost: 4 Years of study.
This form was developed by a large, mutant grizzly bear named Adam. Seeking to learn a style of fighting, he was frustrated by everything he tried. None of the forms were well suited to his tastes. He had difficulty learning many of the moves because few students were willing to spar with him, and he soon found that in real-world situations, he was often singled out and was often facing five or six opponents at once. True combat situations for him were never one-on-one. Adam sought to develop his own form which would focus on multiple attackers, group attacks, and would be appropriate for practitioners of his size. Study and practice involve facing multiple attackers, and a punishing regimen of workouts and body-strengthening exercises.
Costume: No official Costume, although practitioners generally prefer loose-fitting clothes.
Stance: The Grizzly form's stance is facing forward, feet shoulder-width apart, knees slightly bent, shoulders back, with hands open, slightly above waist-level.
Character Bonuses
Add +6 to P.S.
Add +4 to P.E.
Add 50 to S.D.C.
Natural A.R. of 6, or +2 to existing A.R.
Combat Skills
Attacks per Melee: 1
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance, Crush (SP.E.CIAL! Character falls or jumps on opponent, attempting to crush them with his body weight and thereby break their hold. Does 4D6 S.D.C. for characters 400-600 lbs, 6D6 for characters 600-900 lbs, 1D4x10 + 10 for characters 900-1500 lbs, and 2D4 x 10 for characters 1500 lbs and higher. Treat as an attempt to break a hold. Character gets to add his Crush bonus, and his P.S. bonus to the roll), Overpower (Special! This is simply an attempt to break a hold through sheer strength. Treat as an attempt to break a hold, but add in the character's P.S. bonus to his roll, with an additional bonus of +1 for every 5 P.S. points that the character has over his opponent).
Basic Defense Moves: Dodge, Parry.
Advanced Defense Moves: Power Block/Parry (does damage!), Absorb Impact (Special! The character attempts to step into and absorb the brunt of all attacks directed against him for the duration of the melee. The character must have the initiative, and can perform no other actions this melee. The character gets a +2 to his A.R., and all attacks that strike do 25% less damage than normal. The goal of this is to draw his opponents in for a Group Throw (see below)).
Hand Attacks: Punch, Power Punch.
Foot Attacks: Stomp (Special! Opponent must be prone, or 8 Size Levels smaller than the character. The character simply lifts his foot and stomps on his opponent. This attack is -2 to Strike against opponents who are on their feet. Damage is the same as for Crush, but with P.S. bonus added in), Boot (Special! Not actually a kick, but more of running your foot into your opponent. Does 2D4+2 S.D.C., plus P.S. bonus).
Jumping Foot Attacks: None
Special Attacks: Body Flip/Throw (does 2D6 damage), Body Block/Tackle (does 2D4 damage, plus P.S. bonuses), Group Tackle (Special! The character attempts to tackle an entire group of opponents. The character can attempt to tackle a number of opponents equal to half his Size Level, rounding down. The opponents must be close together, and the character rolls only once for this attack, adding in bonuses to Body Block/Tackle. Damage is 1D4, plus one-quarter the character's P.S. bonus), Throw (Special! Unlike the body throw, the character is simply scooping bodies up and tossing them out of his way. This is very effective for making your way through large mobs or crowds. Thrown characters go 1D4 feet, plus 1D4 feet for every 10 P.S. points over 20. Victims take 1D6 S.D.C. per ten feet thrown. The character can choose to pull his punch on this attack. If so, opponents are knocked 1D4 feet out of the way, and take no damage.), Power Throw (Special! The character simply grabs an opponent and hurls them as far as he can. See the Heroes Unlimited GM Guide for distances and damages), Double Axe-Handle (Special! This is a devastating attack wherein the character balls his fists together, lifts them over his head, and brings them crashing down on his opponent. Damage is 2D6 plus P.S. bonus, and the character is knocked down. Opponents may attempt to Maintain Balance. Counts as two attacks.), Roundhouse Punch (Special! This is an attempt to strike several opponents with one blow. The character winds up and lets go with everything he has, potentially striking everyone within range (a radius of half the character's height). This counts as four attacks, and must be the character's first attack of the melee. The character must also have initiative. Damage is 2D6 S.D.C. plus P.S. bonuses. The character rolls once to Strike, and all characters within range (including teammates) must roll to Dodge to avoid being hit (no parries!)), Battering (Special! This attack can only be used after the character has successfully applied a Face Grab to an opponent, and has held it for one melee. The character is then able to use the opponent as a weapon! Only basic Hand Attacks are available. The opponent in the Face Grab takes the same amount of damage as is inflicted on opponents against whom he is used as a weapon. This is in addition to the damage he takes from the Face Grab. While using the Battering attack, the character's Attacks per Melee are reduced by half.), Group Throw (Special! This impressive attack can only be done when the character is completely surrounded or covered by opponents. Generally this only happens after he has utilized the Absorb Impact defense. The character waits until his opponents has piled on or surrounded him, then explodes in a massive attack that sends them flying. The character basically explodes into a fully erect position, throwing his arms upwards. This sends all surrounding opponents (must be right next to or on top of the character) flying 3D4 feet, +1 foot for every 2 P.S. points over 40. This counts as two attacks. Damage is 1D6 S.D.C. to all affected opponents. Opponents are knocked down, losing the initiative, and losing the next melee attack/action. The character can only affect a number of opponents equal to or less than his Size Level. Also, if the combined strength of the opponents is equal or greater to fifteen times the character's strength, he will not be able to perform this attack).
Holds/Locks: Choke/Face Grab (Special! This is a hold that involves either grabbing an opponents throat, or their entire face. To do the Face Grab, the opponent must be at least 2 Size Levels smaller than the character. The character uses his P.S. bonus instead of his P.P. bonus when determining attempts to break the hold. Once the character has his opponent in a Face Grab, he may attempt a Battering attack (see above). Damage from the Choke is 1D6 S.D.C. per melee, and damage from the Face Grab is 2D4 S.D.C. per melee).
NOTE: For all above attacks marked "Special!", the character receives no bonuses to Strike except for those specifically gained from Level Advancement. The only exceptions are the Crush attack, and Battering. Crush receives its own bonuses, and Battering attacks are the same as normal attacks, with normal bonuses to strike.
Weapon Kata: None.
Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike From Behind, Knock-Out/Stun, Knockout/Stun from Behind
Skills Included in Training
Martial Art Powers: Select one power from Body Hardening Techniques.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Sumo (4 years).
Level Advancement Bonuses
1st: +4 to Damage, +2 to Roll with Punch/Fall/Impact, +1 to Parry, Critical Strike on a Natural 20, Knockout on Natural 19 or 20.
2nd: +2 to Crush, +2 to Strike with all Special Attacks, +1 to Dodge.
3rd: +1 to Strike, +3 to Maintain Balance, +2 to Body Flip/Throw, Knockout on Natural 18-20.
4th: +2 to Strike with all Special Attacks, +1 to Parry, + 1 Attack Per Melee.
5th: +2 to Crush, +2 to Roll with Punch/Fall/Impact, +2 to Damage, +1 to A.R.
6th: +1 to Dodge, Select One (1) Additional Martial Art Power from Body Hardening.
7th: +2 to Body Flip/Throw, +1 Attack Per Melee, Knockout on Natural 16-20.
8th: +1 to Parry, +1 to Strike, +2 to Strike with Special Attacks, +1 to A.R.
9th: +2 to Crush, +2 Roll with Punch/Fall/Impact, +2 to Damage.
10th: +2 to Maintain Balance, +2 to Maintain Balance, +1 Attack Per Melee.
11th: +2 to Strike with Special Attacks, +1 to Parry, +1 to A.R.
12th: +2 to Roll with Punch/Fall/Impact, +2 to Damage, +1 to Strike, Critical Strike on a Natural 17-20.
13th: +2 to Crush, +2 to Maintain Balance, +1 Attack Per Melee, +1 to A.R.
14th: +1 to Strike, +1 to Dodge, Select One (1) Additional Martial Art Power from Body Hardening.
15th: +2 to Strike with all Special Attacks, +2 to Damage, +2 to Maintain Balance, Knockout on a Natural 15-20.
Why Study Giant Grizzly Kung Fu?
This is the perfect form for massive, mutated creatures. It allows them to use their size to their advantage and tackle numerous foes at the same time. While weak on individual combat and defense, and entirely lacking in internal skills, it's perfect for monstrous characters who have to face multiple opponents regularly.
**********************
While some may say this is a bit on the Munchkin side, I personally think it fits well with a 12 foot tall, 1500 lb mutant bear. They'd fight a little different than a 5'6", 170lb human, and that's what I was going for here. My next entry is designed for less imposing characters.





Hosted by www.Geocities.ws

1 1