DrunkenFist
Drunken Fist Martial Arts Style
Ten Thousand Deserts Thirst Cost: 3 motes Duration: One turn Type: reflexive Minimum Martial Arts: OOO Minimum Essence: OO Prerequisite Charms: none
The exalt effortlessly downs a number of driunks equal to his essence+martial arts score as a reflexive action
Drunken Stupor Meditation Cost: 5 motes Duration: one scene Type: simple Minimum Martial Arts: OOOO Minimum Essence:OO Prerequisite Charms: Ten Thousand Deserts Thirst
The exalt channels a quantity of alcohol into his nervous system, neutralizing one point of wound penalties per drink expended.
Alcohol-Expelling Kata Cost: 1 mote Duration: instant Type: Simple Minimum Martial Arts: OOOO Minimum Essence:OO Prerequisite Charms: Drunken Stupor Meditation
The exalt performs a short kata which violently expells all toxins and drugs from his system in a clothing drenching splash.
Drunken Fist Form Cost: 6 motes Duration: one scene Type: simple Minimum Martial Arts: OOOOO Minimum Essence: OO Prerequisite Charms: Alcohol-Expelling Prana
All opponents attempting to attack the drunken master or defend against his blows subtract a number of dice from their pools equal to his martial arts score. this cannot reduce a character's dicepool below his permanent essence in dice. Additionally, the drunken master adds a number of dice to all martial arts pools equal to the number of drinks he has had this scene, but this bonus cannot exceed his stamina+martial arts, nor can it more than double his dexterity+martial arts pool. While this form is active, the character may not spend willpower to ignore his valor or compassion scores, and raises the difficulty of all temperance rolls by 1. This is a martial arts form charm.
Unpredictable Blow Cost: 4 motes, 1 willpower Duration: instant Type: supplimental Minimum Martial Arts:OOOOO Minimum Essence:OOO Prerequisite Charms: Drunken Fist Form
The character makes an attack so completely unpredictible that it cannot be blocked or dodged. Only charms explicitly capable of perfectly defending against unblockable or undodgeable attacks can defend against this attack.
Rage of the Drunken Master Cost: 6 motes, 1 willpower Duration: instant Type: extra action Minimum Martial Arts: OOOOO Minimum Essence:OOO Prerequisite Charms: Unpredictable Blow
The exalt makes a number of martial arts attacks equal to his martial arts score. He may not split his dicepool in the same turn as he uses this charm. Additionally, these attacks cannot be defended against without the use of charms.
Might of the Inebriated Cost: 2 motes per HL Duration: instant
Type: supplimental
Minimum Martial Arts: OOOOO
Minimum Essence: OOO
Prerequisite Charms: Drunken Fist Form
The drunken master strikes with the might of ten drunken men, adding one automatic HL of damage to his attack per 2 motes spent. This expends one drink per HL added, and the number added cannot exceed the exalt's permanent essence score. The essence for this charm must be spent before the attack roll.
Misery Loves Company Cost: 2 motes per -1 Duration: Type: Minimum Martial Arts: OOOOO Minimum Essence: OOO Prerequisite Charms: Might of the Inebriated
With a mighty blow, the exalt pounds a quantity of alcoholic toxins into his opponent. for each 2 motes spent, the character may transfer one drink to his opponent. In addition to any drunkenness effects, the victim suffers a -1 penalty per drink transferred for the exalts martial arts in turns, as the victim is wracked with nausea and headaches from the sudden influx of toxins. This charm may explicitly reduce an exalts dicepool to zero dice, as the penalty is to be considered a wound penalty.
Breath of the Spirit Dragon Cost: 7 motes, 1 willpower Duration: one turn Type: simple Minimum Martial Arts: OOOOO Minimum Essence: OOOO Prerequisite Charms: Rage of the Drunken Master, Misery Loves Company
The exalt takes a deep breath, focusing fiery essence and alcohol in his lungs, and exhales, breathing forth a holocaust of hellishly destructive flames. This attack inflicts twice the user's drinks in lethal damage, soakable only with natural soak. Additionally, if the target is wearing metal armor, he must make a stamina+resistance roll at a difficulty of the drunken master's essence each turn, or suffer an automatic 2L as his superheated armor sears his flesh. Removing the armor removes the need for this roll. this secondary effect lasts for 1 minute per point of the drunken masters permanent essence.
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i will eventually format this page properly, unless someone else is feeling kind enough to do it for me... BornOfMachine