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[DL] Maneuvers for Drunken style.



Martial arts Fighting Maneuvers:

Characters may learn one maneuver for each level of fighting: Martial 
arts they have. Each Maneuver cost 1 point to start with or 2 after 
character creation. Characters have to seek out a teacher to learn a 
maneuver or have it used against them before they can learn it.

Character’s may learn a maneuver from another style but may not start the 
game with them.

Drunken Style Maneuvers:

Staggering walk: The unpredictable drunken staggering of the character 
makes it near impossible to use special maneuvers against them. All 
special maneuvers are at a additional  -2 to hit due to the wasted effort 
made to line up a special shot.

Get up: If the hero is knocked down he can spring back to his feet and 
take a action with the same card with a Fair (5) nimbleness roll.

Unexpected Strike: A unexpected blow that sneaks past a skilled martial 
artists normal defenses. A martial artist using unexpected strike reduces 
his target number to hit a opponent by his level in Fighting: martial 
arts. This ability is limited to the amount his target number has been 
raised by his opponent’s own level in Fighting.

Falling down drunk: The hero is adept at taking falls, he may add his 
level of fighting: martial arts to all vigor checks from begin thrown as 
well as make a Fair (5) nimbleness roll to avoid all damage.

Boneless: The hero has mastered the fluid motions of drunken style to the 
point that they have a +2 to escape out of holds and other entanglements. 

Stumble: The hero can trip into or stumble against a opponent forcing him 
to make a nimbleness roll against the hero’s Fighting: martial arts roll 
to avoid being knocked down

Oblivious: The hero grins, sways, sings, and takes sips from a bottle, 
all the while ignoring the glares and yells of the angry guards. The hero 
has mastered faking the fearlessness that comes from a bottle, as long as 
he keeps up the act he is immune to the results of all overawe attempts 
made against him.