Here is a First Draft, still kicking around some ideas.

Also still looking at balance issues against other styles... any thoughts? does it balance out against the revised versions? 3 masters, 15 moves I think, a good mix of affects. definitely low on defense. but I think that is right for this style.
Comments welcome! I will update this post (unless it times out on me!)
Hook Hand and Peg Leg Combat Style GlossDeveloped for dirty fighting and playing to the crowd, this style was a creation of the hard life of seamen living in the docks quarter of Queensport, known as the Plunge. A locally infamous pit fighter known as Tobias Paine coined most of this style’s techniques. Scarred and maimed from years at sea, he became a crowd favorite using tactics that someone with his history could use. XXXXX was quickly imitated, and this Style, such as it is, was born.
Practitioners are required to have a Peg Leg and Hook Hand. The hook is used throughout the style for grabbing your opponent and for delivering some horrible wounds. The peg leg is used for kicking and stomping with surprising force. The Spring Knife version is particularly loved for obvious reasons. Also, this style requires the fighter to have spent some time on the seas of the Claw, though the last few years have seen this style showing up among the crew of the kingdoms’ Zeppelin Fleets as well.
Sea Legs – Only usable on the deck of a ship, barge, Zeppelin, or even a moving stage coach. If not at a location like this, it can be replaced with Trick without breaking Style. May choose to add the bonus die from the relevant history after the rolls have been made. Only adds the bonus die to one attack roll per round. The History is chosen when the move is first made.
Keel Haul – A crowd pleaser if there ever was one. Your target’s clothing and armor is ripped from shoulder blade to posterior. If you have a betting Audience (like Tobias normally did), those that bet on you, are rooting for you, count as your allies.
Hooked Deflection – Using your hook hand you bind up your opponent’s weapon, making it difficult to recover. Two hooked combatants trying this maneuver at the same time, have been known to get so entangled that they spent the rest of the fight tied together. +1 defense die size with mechanized hooks.
Real Hand Strike – One of the few strikes where you lash out with your other hand (typically holding a sword or dagger).
Stomp – Stomping with the peg leg. Causing surprising pain and making it difficult for your opponent to walk or even move. If you have a spring knife in your peg leg, this does even more injury.
Stump Kick – A swift and brutal kick with your peg left to their nether regions. Quickness damage lasts until next round, and only works on living humanoids.
Overboard – Inspired by grabbing your opponent, driving them off balance and to the edge of the ship (or zeppelin!) before throwing them over the railing. In the Pits of the Plunge, it is typically used for slamming your opponent up against the fence or wall. Both you and your opponent are Grabbed. If you do have a convenient ledge, a successful Environmental Trick will send them over.
Biter – Bite them! Typically on the hand or on the face. You must be grabbed with your target to use this maneuver.
Fish Hook – While grabbed, you use your hook to piece your opponents flesh (typically though the fleshy part of the neck). If you successfully hit, make a dChar roll against the Doom. If you win, your opponent’s allies (and backers) lose 1 Mood.
Spitting and Cussing – Typically spitting in your target’s eyes and cussing their ancestry, style, and preferences. Getting this off your chest is just energizing.
Lay About – Striking out with your hook, your peg leg, your off hand. It is wild and dangerous, but you leave yourself open.
Broadside – You throw yourself at your target, hoping to snag him with you hook, knock him off balance, and send him sprawling to the other side of the ship or ring. You end the hit all out of sorts.
Hook to Eye – To heal these two wounds they need to take a scar or use magical/alchemical healing. However, one Scar will heal BOTH wound points. Typically the scar should be a missing eye or a wound to the face. The Charisma damage heals when the wounds do.