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+1 to damage at ranks 4, 6 & 8. +2% to strike chance with primary weapon, +3% to defense per rank when battling opponents twice the height of the Gutter Fighter, +4% if the opponent is three times or taller.
Rank 1: Knee-capper -10% -2 damage, opponents TMR is ½ for the number of pulses equal to FT damage.
Rank 3: Groin Shot -15% to hit, if the gutter fighter successfully penetrates armor the opponent is able to make only half his or her normal attacks per pulse for 6 pulses, 3 pulses if they posses resist pain.
Rank 5: Slippery as an eel, the Gutter Fighter can jump between the legs of an opponent by rolling under 3 X AG. If successful the Gutter Fighter dodged between the legs of an opponent and is able to come out behind the opponent, change facing and make one strike. If the Gutter Fighter won IV then they may back attack the opponent, other wise the opponent will change facing, but only benefit from ½ of defense because of surprise. By rolling under 3 X AG the Gutter Fighter may slip out of close combat with a larger opponent. Extra strike with primary weapon.
Rank 7: Hamstrung -20%, Gutter strikes hits opponent directly in the knee and if the hit penetrates the opponent is reduced to half TMR and must roll under 3 X AG when they move to avoid having the leg go out from underneath them.
Rank 8: Feign Death, No one expects much of a fight out of a runt, so Gutter Fighters capitalize on the arrogance of larger foes by playing dead for one pulse. The Gutter Fighter falls prone and must remain there for the following pulse. The following pulse (2nd one after falling “dead”) the Gutter Fighter may do an ambush of their opponent by quickly standing up and attacking in one pulse. Opponent will only benefit from ½ of their normal defense, and will loose IV the pulse that the Gutter Fighter “comes back to life.” This move may only be done once in a combat, if attempted twice you can be sure that other opponents will do their best to remove the head of the Gutter Fighter
Rank 9: Scale the Mountain, Gutter fighter is able to jump on the larger opponent in close combat while still using a one handed melee weapon, the Gutter Fighter must roll under 4 X MD to “climb” up the opponent. The opponent may only use close combat weapons while the gutter fighter may still use melee weapon. Opponents may throw the Gutter Fighter off of them if they roll under 3 X MD – the AG of the Gutter Fighter. Extra strike with primary weapon
Rank 10: Swarm of bees, the Gutter Fighter must scale the mountain successfully and will attack for maximum damage. The Gutter fighter is also able to apply double their AG for defensive purposes in close combat.
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