MartialArts/DrunkenFistStyle

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Drunken Fist Style

By tobiastobias

Background

A very defensive martial art which was adapted from an Immaculate Monk whose love of revelry and drinking caused him to lose standing in the community and his temple. Permeated with swaying stances and staggering movements, it catches most people off guard when first confronted with a Apprentice Drunken Fist student. Most apprentices do not learn much past the Drunken Fist Form, succumbing to alcoholism, lechery and laziness. While the student may hold his own versus 1 or 2 people in a tavern brawl, a master can keep a roomful of people at bay and an anathema on his toes long enough to get away with a barrel or two of beer.

Charms

Sobering Strike</b>

<b>Cost: 2 motes
Duration: Instant
Type: Simple
Min. Martial Arts: 3
Min. Essence: 1
Prereqs: None

A quick jab to the face or kick to the shins, the novice Drunken Fist has learned the basics of getting someone’s attention. Whether or not he knows what to do with the attention is subject to debate currently.

Make a normal unarmed strike. If successful then do not roll damage, the strike does 1 automatic bashing damage. This damage may not be increased or decreased in any manner (by soaks from Invulnerable Skin of Bronze and the like) but may be ignored or negated. Any other damage that is piggybacking the strike (like the Fire Exalted Anima power) is rolled normally.


Love Tap</b>
<b>Cost: 1+ motes
Duration: Instant
Type: Supplemental
Min. Martial Arts: 3
Min. Essence: 2
Prereqs: Sobering Strike

The beginning Drunken Fist artist has learned how to hamper a target’s movement, sight and concentration by a combination of painful and degrading moves. Like slapping the opponent in the rear, banging on their helmet to make a loud noise or kicking in the crotch. This will usually catch the ire of the target very quickly but entertains on- lookers quite well.

Make a normal unarmed attack. For every mote of essence spent (up to your Martial Art’s rating), the victim of the attack has -1 to every roll for a single turn (except damage). The attack only does 1 die of base damage (regardless of the Strength or type of strike) and the penalty is added regardless if the hit does damage but it must pass through the target’s parry/dodge. The penalty is cumulative.


Two Beer Jig</b>
<b>Cost: 1 mote per 2 die.
Duration: Instant
Type: Reflexive
Min. Martial Arts: 2
Min. Essence: 2
Prereqs: None

Named for the comic situation which happens much too often when the Martial Artist deflects weapons with his beer mug, the Drunken fist learns to lead incoming attacks away from himself.

For every mote spent, the Martial artist gains 2 die for parrying an attack. The Martial artist may not gain more than his Martial Arts in bonus die. He cannot parry lethal damage without a stunt or a weapon. You cannot spend more motes of essence than drinks you have consumed this Scene.


Open Mouth Technique</b>
<b>Cost: 3 motes
Duration: One Scene
Type: Reflexive
Min. Martial Arts: 3
Min. Essence: 2
Prereqs: None

A Drunken Fist must learn to use all body parts available to be a truly competitive foe. Through basic training and many nights of revelry, the Drunken Fist learns how to effectively chug his beer and grab objects thrown to him while holding 2 beers.

Once activated, the Martial Artist may use his mouth (and face) for feats of skill that would normally require a stunt along with other seemingly improbable actions with a simple Dex + Athletics (or Martial Arts if applicable). Examples are drinking a mug of ale without taking an action (only one mug or equivalent per turn and no roll needed), catching objects in his mouth (Difficulty 1 or normal parry if an attack) and spitting objects a great distance accurately (Essence in yards and Dex + Athletics to hit. Difficulty 1 for most targets, may be parried or dodged as normal).


Drunken Fist Form</b>
<b>Cost: 5 motes
Duration: One Scene
Type: Simple
Min. Martial Arts: 4
Min. Essence: 2
Prereqs: Open Mouth Technique, Love Tap, Two Beer Jig

The basic swaying form accompanied by sitting on the floor during a fight and laying on tables, opponents and whatever is comfortable. The Drunken Fist in this form learns how to keep his body loose and know exactly how much pressure to apply when striking or deflecting a blow. He just needs to now learn not to drink so much as to hamper his fighting abilities.

The practitioner must also have imbibed 5 drinks to activated this form. Only one Martial Art’s form can be active at any one point in time. When active, the Exalted gains his Essence in all Dodge and Parry attempts, parry lethal attacks without a stunt and dodge without any space to maneuver. Also add his Martial arts to all bluffing and subterfuge rolls to act non-threatening. The Exalted may also pull any punch, reducing the amount of damage he does on any attack by up to his Martial Art’s rating after damage is rolled and freely turn any damage that would normally be lethal into Bashing (like that of a weapon which) after damage is rolled.


Open Bar Style</b>
<b>Cost: 3 motes
Duration: Instant
Type: Reflexive
Min. Martial Arts: 4
Min. Essence: 2
Prereqs: Drunken Fist Form

The best way to finish a fight is to lead your opponent to the door or into the arms of his friends. The Drunken Fist has learned to how to encourage his opponent to these destinations with the help of his essence.

When attacked, the Martial artist may throw his attacker after a successful dodge or parry. Resolve the throw as normal at full Dex + Martial Arts and the target is thrown a number of yards equal to the Martial Art’s Essence + Successes on the throw.


Dangerous Dance Partner</b>
<b>Cost: 2 Motes per round 1+ per attack.
Duration: 1+ round
Type: Simple
Min. Martial Arts: 4
Min. Essence: 3
Prereqs: Open Bar Style

Too many times does a large bar room brawl break out with the Drunken Fist in the middle of it, by accident, on purpose or coincidence. With the help of a good friend, stranger or enemy the Drunken Fist may now move through unruly crowds and fist fights without being scathed…only if so much could be said about his partner.

Make a normal Grapple and Hold attempt against an opponent. If successful you now have your opponent in a compromising, standing hold. When you are attacked you can make a reflexive Dex + Martial Arts roll against the attack, if successful you redirect the attack to your hold victim. You pay the cost of the charm each round that you maintain the hold but after the first round you can still activate other charms and perform other actions as if you are just doing a normal grapple. The Drunken Fist may move a number of yards per turn equal to Dex + 3 while holding his opponent.


Stiff Drink Defense</b>
<b>Cost: 2 per 2B/2L
Duration: One Turn
Type: Reflexive
Min. Martial Arts: 4
Min. Essence: 3
Prereqs: Drunken Fist Form

Using his Essence to enhance the numbing effect of alcohol, the Exalted may basically not notice a few swings or hits coming his way after a few good drinks.

For one turn, gain 2B and 2L soak for every 2 motes spent on this charm. You cannot spend more essence than twice the number of drinks you have consumed during the scene.


Hangover Style</b>
<b>Cost: 4 motes, 1 willpower.
Duration: One Scene
Type: Simple
Min. Martial Arts: 5
Min. Essence: 3
Prereqs: Stiff Drink Defense

Working with the concept of the Stiff Drink Defense, the Hangover Style takes it to the next level. The Essence and alcohol affects the Drunken Fist’s mind, making him unaware of the bruises and scraps he has endured. Most likely he’ll feel it in the morning like any good party.

Ignore all wound penalties till the end of the scene. This may not be combo’d with any charm (though you may still use reflexive charms in the same turn if you are a dragonblooded) and you must have a alcoholic drink available and ready to drink when activating this charm.


Spinning Room Strike</b>
<b>Cost: 4 Motes
Duration: Instant
Type: Simple
Min. Martial Arts: 5
Min. Essence: 2
Prereqs: Drunken Fist Form

In a Essence crackling maneuver, the Drunken Fist pushes his essence out from a strike, moving his target away in a not-so-friendly manner. While it is able to be done sober, crowds are less adverse to see it after they have had a few drinks of their own.

Make a single Martial Arts attack against an opponent. If successful make an opposed Str + Martial Arts vs. the target’s Stamina + Resistance. If successful the target is thrown a number of yards equal to the attacker’s Martial Arts + Damage + number of successes.


Drunken Dance</b>
<b>Cost: 2 Motes per attack
Duration: Instant
Type: Extra Action
Min. Martial Arts: 5
Min. Essence: 3
Prereqs: Spinning Room Strike

In a flurry of seemingly improvised attacks, the Drunken Fist uses himself and whatever is available to strike his opponent and beat him like some sick dog. Much of the environment is usually used in this attack and lots of imagination on the part of the Drunken Fist.

You may attack a single opponent a number of times equal to your Martial Arts + Essence in a row. You may not use the same attack/limb/weapon more than once in this combo of hits. Each attack after the first is at a -1 dice pool. Ex: Moe Fu attacks Screams with Bloody Rage with Drunken Dance. He has 3 Essence, Dex of 4 and 5 Martial Arts with 3 specialties in fighting Drunk and spends 12 Essence on the Charm. He attacks with a Right Kick, Head butt, Left Punch, 7-section staff (in his right hand), a chair he kicked up with his left foot then finishes it off with a an open palm strike with his right hand. He rolls 12 dice then 11 then 10 then 9 then 8 and finally 7 dice. Not every attack needs to be a martial art’s attack but he cannot use the same weapon twice during the charm (he can, however punch with each hand then pick up a chair and swing it for example). The Exalted may not split his dice pool during a turn he uses Drunken Dance and is suggested to combo it with a defensive charm so to not leave himself vulnerable.


One Hundred Drunken Faeries on a Spinning Chair</b>
<b>Cost: 8 motes, 1 Willpower
Duration: Instant
Type: Extra Action
Min. Martial Arts: 5
Min. Essence: 4
Prereqs: Drunken Dance, Hangover Defense, Dangerous Dance Partner

One of the final moves that a Master Drunken Fist learns, the ability to hopefully make multiple people stop bothering him. He becomes a miniature drunken tornado with his essence reaching out to show him who and where to strike.

The Martial artist may make a single martial arts attack on a number of opponent equal to the number of drinks consumed during the scene that are within a number of yards away equal half his essence.


Breath of One-Thousand Beers</b>
<b>Cost: 1 Mote per 2L damage, 1+ motes per additional targets
Duration: Instant
Type: Simple
Min. Martial Arts: 5
Min. Essence: 4
Prereqs: One-Hundred Drunken Faeries on a Spinning Chair

The final move that the Master can learn. Taking a long swig of Alcohol in his mouth, he can infuse the substance with essence and spray it forth, changed into whatever element he is attuned to, usually fire. But a geyser of water, a cold blizzard of air, a shout of concussive force/bletch (earth) and a strength sapping green cloud (wood) has been seen from various masters of the Drunken Fist Style.

The Martial Artist may imbue a drink with Essence while in his mouth and spray it forth in an elemental burst of power. For every mote spent it does 2L damage and may not spend more motes than the number of drinks consumed by the character (usually not more than Stamina + resistance) and may affect a maximum amount of targets equal to the characters Essence. Each target after the first costs additional Essence equal to the number of previous targets (i.e. The first target cost 0 motes, the second target costs 1 mote, the third target costs 2 motes, etc., etc. So a 10 Die Breath of 1000 Beers targeting 4 people would cost 5 mote (damage) + 6 motes (4 targets) for a total cost of 11 motes). The max distance that the breath can extend is 5 x Essence of the Exalted in yards and no two targets can be farther than 2 x Essence in yards from eachother.