[Ex3] Drunken Master StyleJune 3, 2016
Huge thanks to the Onyx Path Forumgoers for helping me trim, edit, and turn this style into what it has become!
Commonly, martial artists are viewed as ascetics and monks, even and temperate. Not so the drunken master. He derives power from his elixirs, letting the powerful surge of sake, beer, wine, or whatever else he can get strengthen his body and sharpen his mind. Contrary to the claims of the layman, the drunken master does fight better after he’s had a few. His swaying motions, sudden changes in speed and direction, and sheer unpredictability all make the drunken master a force to be reckoned with, no matter how silly he may seem.
The origins of Drunken Master Style are heavily disputed. Some claim it was first developed by sailors in the West, fueled by rum and the rocking of the waves. Others claim it was in the far East that the style was invented, where rich liquors and the swaying of trees in the wind inspired the first practitioners. Truly, it is irrelevant. Drunken Master Style has spread throughout Creation, and while its practice is never extraordinarily popular (if for no other reason than the strain it places on a martial artist’s dignity), it has a small but devoted number of followers at all times.
Drunken Master Style Weapons: Drunken Master uses unarmed strikes, improvised weapons, and anything filled with alcohol, such as a bottle or keg, as form weapons. Any unarmed attack enhanced by a Drunken Master Charm can always be stunted to deal lethal damage.
Armor: Drunken Master Style is compatible with light armor.
Special: Drunken Master Style Charms will often reference ‘Alcohol’ and increase or decrease the user’s Alcohol levels. This refers to the number of doses of alcohol (see sidebar below) currently in the user’s system.
Alcohol uses the rules for poisons found on page 232 of Ex3. A dose of alcohol has the following statistics: Damage/Interval 1B/3 hours, Duration 3 hours, Penalty -1, Vector Ingestion. Unlike most poisons, alcohol’s Penalty is cumulative with doses taken. As a practical limit, a drinker cannot have more than (Stamina + Essence) doses of alcohol in her system at a time. If she consumes more doses than this, she must make a (Stamina + Resistance) roll at a difficulty of (1 + the number of doses in her system beyond the practical limit). Failure means she must take a Miscellaneous action which cannot be flurried in order to vomit. A botch indicates she passes out immediately. In general, drinking a dose of alcohol is a Miscellaneous action which cannot be flurried.
Tipsy Stumbling Advance
Cost 1m; Mins: Martial Arts 3, Essence 1
When a drunken master chooses to advance, her foes may not realize what direction she is advancing until it is too late. With a staggering gait, the drunken master may activate this Charm when she makes a successful Rush action to steal a point of Initiative from her opponent. She may also choose to increase her Alcohol by one.
Terrestrial: A Dragon-Blood must choose whether to steal a point of Initiative or increase her Alcohol; she may not do both.
Impaired Drunkard’s Weaving
Cost 2m; Mins: Martial Arts 3, Essence 1
Prerequisites: Tipsy Stumbling Advance
It is difficult to predict the movement of the drunken master, for even he does not know where he will go. This Charm supplements a Distract gambit, adding his (Alcohol/2) to the Initiative transferred to the drunken master’s ally without increasing the difficulty of the gambit.
Drunken Master Form
Cost: 8m; Mins: Martial Arts 3, Essence 1;
Duration: One scene
Prerequisites: Impaired Drunkard’s Weaving
Adopting the true form of the drunken master, the martial artist lifts her hands in half-hearted defense, swaying on her feet as though about to pass out. Her eyes cross and uncross, struggling to focus, but in this bleary-eyed state, she moves with almost accidental instinct. For the duration of this Charm, the martial artist ignores all penalties from alcohol. Additionally, the martial artist may parry Lethal attacks bare-handed and may reflexively ingest a dose of alcohol once per round without penalty. She may spend Alcohol instead of motes on a one-for-one basis to power Drunken Master Charms, or even combine motes and Alcohol. Alcohol spent in this fashion counts as Personal motes for the purposes of anima flare. She increases her maximum doses of alcohol held by two, but reduces her Guile by one for the duration.
Special Activation Rules: Whenever the martial artist’s Alcohol is greater than three, she may spend 8 motes to reflexively enter Drunken Master Form.
100 Proof Combustion
Cost: 5m; Mins: Martial Arts 3, Essence 2;
Keywords: Mastery, Terrestrial, Withering-only
Prerequisites: Drunken Master Form
Alcohol is famed not only for its inebriating properties, but also its flammability. This Charm is a withering attack that is treated as if made with a Light Flame weapon.The martial artist may expend an additional level of Alcohol when making this attack to treat it as a Medium Flame weapon, or expend 3 Alcohol to treat it as a Heavy Flame weapon.
Mastery: The martial artist can treat the weapons as Artifact Flame weapons.
Terrestrial: A Dragon-Blood cannot treat this attack as a Heavy Flame weapon.
Plastered Idiot Mien
Cost: 4m; Mins: Martial Arts 4, Essence 2;
Duration: One Scene
Prerequisites: 100 Proof Combustion
The drunken master is used to lying on the ground, often in gutters or similarly undignified locales. With a grin on her face and a bottle in her hand, she hardly seems to mind. While this Charm is active, the drunken master suffers no penalties to Parry, Evasion, or Drunken Master attacks if prone.
Intoxicated Fool’s Belligerence
Cost: 3m; Mins: Martial Arts 3, Essence 2
Keywords: Counterattack, Terrestrial
Prerequisites: Drunken Master Form
Normally happy and convivial, the drunken master can become grumpy and belligerent in a heartbeat, especially if someone comes between him and his beer. This Charm can be activated to respond to any attack against the martial artist with a withering counterattack or a disarm or distract gambit.
Terrestrial: This counterattack counts as the Dragon-Blood’s combat action for the turn. If they have already acted, it counts as their combat action for the following turn.
Helping the Inebriate Home
Cost: 3m; Mins: Martial Arts 3, Essence 2;
Duration: One Grapple
Prerequisites: Intoxicated Fool’s Belligerence
When the drunken master has had too much, everyone around her knows it. She leans heavily on her friends (or foes) for support, as she can barely keep her feet. This Charm is a grapple gambit, which can only be used to inflict a Restrain/Drag effect. Until the grapple is broken, she adds her Alcohol to control rolls and loses only one round of control for each Restrain/Drag effect inflicted. If she deals any damage to the target, the grapple immediately ends. She can, however, choose to Throw both her target and herself to the ground, dealing no damage but knocking both prone.
Sloshing Spittle Prana
Cost: 3m; Mins: Martial Arts 4, Essence 2;
Prerequisites: Drunken Master Form
It is bad luck to strike a man while he is drinking, and the drunken master is nearly always drinking. This Charm may be activated when the martial artist is struck by an attack. As a reflexive counterattack, the drunken master may attempt a special gambit at difficulty 3. If successful, the martial artist spews a mouthful of alcohol into his opponent’s eyes, blinding her for the remainder of the scene (-3 situational penalty). This penalty can be removed if the opponent spends a miscellaneous action, which cannot be flurried, rubbing the alcohol from her eyes.
Feeling No Pain
Cost: 5m, 1W; Mins: Martial Arts 5, Essence 2;
Duration: One Scene
Prerequisites: Sloshing Spittle Prana
When under the effects of her chosen elixir, the martial artist is blissful and joyous, unaware of the world around her. Even the most grievous of wounds can be ignored with enough booze. While this Charm is in effect, she may ignore up to (Alcohol/2) points of wound penalties.
Three Sheets to the Wind
Cost: 5m, 1W; Mins: Martial Arts 5, Essence 3;
Keywords: Decisive-only, Mastery
Prerequisites: Plastered Idiot Mien, Helping the Inebriate Home, Feeling No Pain
It is a fool who mistakes the drunken master’s inebriation for incapacitation. When he is at his most drunken, he is at his most dangerous. This Charm splits the martial artist’s Initiative to make a series of (the lower of his Alcohol or Stamina) decisive attacks. These attacks may be directed at a single target or multiple targets as the player desires. The player divides the martial artist’s Initiative between the attacks when they activate the Charm, for the purpose of determining the damage of each attack. Each attack must have at least one Initiative allocated to it, and unlike normal decisive attack resolution, the martial artist does not return to base Initiative until the final attack is resolved.
Mastery: The martial artist only loses Initiative for missed attacks if all of his attacks fail to connect. In the case of such a miss, the martial artist loses two Initiative per attack attempted.
Drink up the Cider
Cost: 3m; Mins: Martial Arts 5, Essence 3;
Keywords: Mastery, Perilous
Prerequisites: Three Sheets to the Wind
A true drunken master draws strength from her elixir, not merely pleasure. This Charm may only be activated if the martial artist has at least 3 Alcohol. She immediately gains Initiative equal to her Alcohol, which clears the brew from her system, ending all alcohol effects currently on her and resetting her Alcohol to zero. This Charm may only be used once per scene.
Mastery: This Charm resets if the martial artist accumulates Alcohol higher than her Martial Arts.