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#6 |
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Join Date: Jan 2009
Location: Kosice, Slovakia
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How about this one:
[25] points --------------------------- Attribute Modifiers: ST-2 [-20]; DX+1 [20]. Secondary Characteristics Modifiers: Basic Move+2 [10]. Advantages: Flexibility [5]. Perks: Technique Mastery (Arm Lock) [1]. Disadvatages: Callous [-5]; Skinny [-5]. Skills: Arm Lock (A) Judo+6 [6]; Brawling (E) DX+2 [4]; Judo (H) DX [4], Evade (A) Judo+5 [5]. Your main "damaging attack" is to parry and then use Arm Lock. With a base-DX 11 it is at 17, thus you can inflict some serious damage with it and with a broken opponent's arm - the fight is usually over after your first successful attempt. Arm Lock is my favorite technique because even with low ST you're not relying on brute strength and/or melee weaponry. You have Brawling for striking (and with damage bonus, because every +1 at 1d-3 counts). Flexibility to help you to get out of enemy grapples and to fit in narrow escape routes where those bulkies won't follow. Pretty nice defense/runaway when anything goes wrong with high Evade and Move. If you would like to spend more than [25] point-budget on this, I recommend to learn Wrestling for another +2 ST bonus which will be very helpful in your case. You will be at 13 "grappling ST" and that would quite surprise me if I would be fighting a small-skinny-weakling-pile.
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Show weakness to hide your strength.
Last edited by Xan; 05-31-2009 at 05:08 AM. Reason: Arm Lock (H) typo |
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| Tags |
| combat, dirty fighting, kromm explanation, martial arts, new guy, styles |
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