Post by Shikamaru on May 28, 2010 19:19:48 GMT -5
Note - this has been around for some time, it was lost in the forum swaps a while back.
Token Cost - 30
"Clan".
Clan/Style – Zui Quan (Drunken fist)
The drunken fist as been a long known and yet to a degree thought of as not being a real fighting style. This fighting style lays no claim to any one village, anywhere a tavern or inn can be found there is a chance one of these rare breed will be there, of course not all drink there fill day and night, others will keep it at there side as a secret brew to use only when in need.
Drunken fighters are basically useless when sober, its not sure why really but could be because of the side effects of high consumption of alcohol, but when drunk they are a force to be reckoned with, there drunken stupor causes them to stumble, fall, trip and just in general seem like an idiot. This of course fills the opponent with a fake sence of safety for a little while until the dunken masters true nature is shown…
Finding someone that is able to acually teach the drunken fist is a bit hard though, and training often involves of course, alot of drinking and sometimes the ocasional bar room brawl...
[This style can appear in any village, it has no ‘Base’ village]
Clan Traits –
When sober all drunken fist fighters have –5 to attack and defence
When drunk the drunken fist fighter gains +3 to attack and defence
example [Don the sober drunken fist has base dex mod of 14, hes sober so its 14-5 = 9.
He drinks and gets drunk, so it changes to 14+3 = 17]
Weak – drunken state lasts 1d6 rounds, if hit the drunken fighter will snap out of his stupor
Medium – Drunken state lasts 1d8 rounds, if hit twice he will wake
Strong – Drunken state lasts until the battle is over or drunken fighter is ko’d
Taijutsu’s
D Rank
Satetsu Dageki (Stumbling strike)
By stumbling back and forth the drunken fist is able to catch the opponent off guard to make a more impacting strike on the opponent doing additional damage +1d4 dmg
Botoru Tounyuu (Bottle Throw)
By throwing a bottle of alcohol at the opponent the drunken fist is able to impair there vision giving them a –2 to all rolls for 1d4 rounds due to the alcohol burning there eyes. [max 2 throws per fight]
C Rank
Satetsu Shazou (Stumbling Image)
By stumbling and weaving in unpredictable ways the drunken fist is able to leave a slight after image, blurring it over himself as he stumbles towards the opponent distracting them and causing them to leave an open opportunity for an attack +1d6 dmg
In’intaru Geppu (Bellowing Belch)
By letting out a deep belch the smell of the alcohol the drunken fist’s consumed wafts over the opponent stunning them for 1d4 rounds, the opponent snaps out of the stun when hit
B Rank
Burabura (Sway to and fro)
The drunken master is able to sway out of the way of incoming attacks easily due to there unpredictable motions +3 to dodge for 1d4 rounds (used only on defending)
Waruyoi (Drunken Frenzy)
Reaching a certain state of mind while intoxicated the drunken master goes into a frenzied attack on the opponent, punching and kicking them wildly +1d8 dmg
Token Cost - 30
"Clan".
Clan/Style – Zui Quan (Drunken fist)
The drunken fist as been a long known and yet to a degree thought of as not being a real fighting style. This fighting style lays no claim to any one village, anywhere a tavern or inn can be found there is a chance one of these rare breed will be there, of course not all drink there fill day and night, others will keep it at there side as a secret brew to use only when in need.
Drunken fighters are basically useless when sober, its not sure why really but could be because of the side effects of high consumption of alcohol, but when drunk they are a force to be reckoned with, there drunken stupor causes them to stumble, fall, trip and just in general seem like an idiot. This of course fills the opponent with a fake sence of safety for a little while until the dunken masters true nature is shown…
Finding someone that is able to acually teach the drunken fist is a bit hard though, and training often involves of course, alot of drinking and sometimes the ocasional bar room brawl...
[This style can appear in any village, it has no ‘Base’ village]
Clan Traits –
When sober all drunken fist fighters have –5 to attack and defence
When drunk the drunken fist fighter gains +3 to attack and defence
example [Don the sober drunken fist has base dex mod of 14, hes sober so its 14-5 = 9.
He drinks and gets drunk, so it changes to 14+3 = 17]
Weak – drunken state lasts 1d6 rounds, if hit the drunken fighter will snap out of his stupor
Medium – Drunken state lasts 1d8 rounds, if hit twice he will wake
Strong – Drunken state lasts until the battle is over or drunken fighter is ko’d
Taijutsu’s
D Rank
Satetsu Dageki (Stumbling strike)
By stumbling back and forth the drunken fist is able to catch the opponent off guard to make a more impacting strike on the opponent doing additional damage +1d4 dmg
Botoru Tounyuu (Bottle Throw)
By throwing a bottle of alcohol at the opponent the drunken fist is able to impair there vision giving them a –2 to all rolls for 1d4 rounds due to the alcohol burning there eyes. [max 2 throws per fight]
C Rank
Satetsu Shazou (Stumbling Image)
By stumbling and weaving in unpredictable ways the drunken fist is able to leave a slight after image, blurring it over himself as he stumbles towards the opponent distracting them and causing them to leave an open opportunity for an attack +1d6 dmg
In’intaru Geppu (Bellowing Belch)
By letting out a deep belch the smell of the alcohol the drunken fist’s consumed wafts over the opponent stunning them for 1d4 rounds, the opponent snaps out of the stun when hit
B Rank
Burabura (Sway to and fro)
The drunken master is able to sway out of the way of incoming attacks easily due to there unpredictable motions +3 to dodge for 1d4 rounds (used only on defending)
Waruyoi (Drunken Frenzy)
Reaching a certain state of mind while intoxicated the drunken master goes into a frenzied attack on the opponent, punching and kicking them wildly +1d8 dmg