Quack Fu


Entrance Requirements: Alignment must NOT be Principled or Aberrant; no one with these alignments would be caught dead practicing this form. No attribute requirements, although a low IQ is helpful.

Skill Cost: 10 years (4 years as a Secondary Martial Art)

To learn Quack Fu, one must learn to yell "Quack!" and "Waugh!" during an attack. The form relies on rapid movements that, to any other practiced martial artist, appear to be haphazard, clumsy, and awkward. Such movements are not deceiving, they are haphazard, clumsy, and awkward. In addition, Quack Fu has few defensive moves, almost ensuring that the student of Quack Fu has taken more than his share of hits in training.

Costume: None

Stance: A natural, loose, standing position with arms at chest level

Character Bonuses:

Combat Skills:
Attacks per Melee: 4
Escape Moves: Leap, Maintain Balance
Attack Moves: Leap
Basic Defensive Moves: Dodge, Automatic Dodge
Advanced Defenses: None
Hand Attacks: Strike/Punch, Backhand, Knife Hand, Palm Strike
Basic Foot Attacks: Kick, Axe Kick
Jumping Foot Attacks: Leap Kick, Jump Kick, Flying Leap Kick
Special Attacks: Simultaneous Attack, Headbutt, Somersault, Goro Special (a special move in which the attacker does a split to the ground, and hits his opponent right in the family jewels; said move does 2D10 damage to opponents of either gender, and paralyzes them for 2D4 melee rounds).
Weapon Katas: None
Modifiers to Attack: Pull Punch, Critical Strike, Knock-Out/Stun

Skills included with training:
Martial Arts Powers: 2 Body Hardening Exercises
Language: None
Survival: None
Physical: Anticipation, Plyometrics, Boxing (without the extra attack, already factored into the starting 4)
Philosophical Training: None

Level Advancement Bonuses:

  1. +2 to Leap/Jump, +1 to Strike, +1 to Somersault
  2. +2 to Dodge, Critical Strike on Natural 19 or 20
  3. +1 Attack per Melee, +2 to Damage, +1 to Headbutt, +1 to Somersault
  4. +1 to Strike and Dodge, +2 to Maintain Balance, Critical Strike on Goro Special on a Natural 18, 19, or 20, +2 to Somersault
  5. +1 to all Kick Attacks, +2 to M.E., +3D6 to S.D.C.
  6. +1 Attack per Melee, +2 to Headbutt, +1 to Strike, +3 to Dodge, 1 additional Body Hardening Exercise
  7. Critical Strike on Goro Special on a Natural 15 or better.
  8. +2 to Flying Leap Kick, +1 to Maintain Balance
  9. +1 Attack per Melee, +2D8 to S.D.C., +1 to Strike and Dodge
  10. +1 to all Kick Attacks, +2 to Headbutt, +1 to Knock-Out/Stun
  11. Can Somersault and Goro Special in same action.
  12. +1 Attack per Melee, +2 to Strike, +1 to Dodge
  13. +1 to Leap/Jump, +1 to Strike and Dodge
  14. Pick 1 additional Body Hardening Exercise
  15. +1 Attack per Melee, +1 to Leap/Jump and all Kicks, +2 to M.E., -1 to I.Q., +2D6 to S.D.C., +3 Damage and automatic Knock-Out with Goro Special

Why study Quack Fu? Because it's fun, because it lets you quack in someone's face with impunity, and because nobody takes a practicioner of the art seriously. And let's face it, when going into a fight, isn't it better to be underestimated by your opponents?


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