Drenk-Kai Joutsu
By Bahamut810
Entrance Requirements: 8pp, a high PS and PE are recommended, Good or unprincipled alignments only. Must have access to an Andronian master.
Skill Cost: 9 years (7 years as a secondary)
This Martial Art is part of the lifestyle of a Memnon from the Androsenies alien race. In the Androsenies language it means "The Gods art of Life" which is a very fitting name. It shows a person how to truly live life by travelling to all the wonderful places the world has to offer�on foot. They have to find a way to scale all the mountains, cross the deserts, get to where they feel they need to be. Along the way they talk to everyone and help where ever they can and are generally pleasant to just be around. They like to spar with every other Drekken (the name for a Drenk-Kai Joutsu student) they meet as a matter of course to make sure they keep their skills sharp and to keep feeling alive.
Once the person has found his place, he settles down and helps the community that he has chosen. He will usually take a position of authority, such as a police officer or military official.
This form is a wonderful blend of punch and kick moved that is designed to be and practical. In this aspect it is very close to the Earth martial art Jujitsu. There are no illegal moves using this form, though when training "illegal" moves won't be used. This form lets the student customize his own moves with relative ease and encourages the student to pick a weapon to be trained with (as to be more flexible).
When using this form the Drekken will usually start by moving in to debilitate his opponent in some way. This usually entails a sweep or a grab/throw move. After that he will use punches and kicks in the most effective way he can to stop his opponent from being able to fight, which is usually from dislocation of a limb, or just plain knocking them out.
Costume: Loose Fitting clothing, a Kung Fu uniforms usually works
Stance: Feet a shoulder length apart, one slightly behind the other, knees slightly bent. One fist extended in front of him at waist level, with the other fist about two inches from the waist.
CHARACTER BONUSES
+1 MA
+1 PS
+2 PP
+1 PE
+10 SDC
COMBAT SKILLS
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance, Back flip
Attack Moves: (none)
Basic Defense: Dodge, Parry, Automatic Parry
Advanced Defense: Auto-Roll, Multiple Dodge, Disarm, Breakfall
Hand Attacks: Strike (punch), Knife Hand, Palm Strike
Foot Attacks: Kick, Tripping/leg hooks, Backward Sweep, Snap Kick, Reverse turning kick (combination Dodge/Kick)
Jumping Foot Attacks: Jump Kick
Special Attacks: Leap attack, Body flip/throw, Automatic Body flip/throw, Choke, Knee, Paralysis attack (vital points)
Weapon Katas: None
Modifiers to Attacks: Pull punch, Critical, Critical from Behind, Deathblow, Knockout, Body flip/throw, Critical flip/throw
SKILLS INCLUDED IN TRAINING
Martial Arts Powers: You start with the Kangeiko and Shochu Geiko body hardening technique and may select a total of 2 extra powers from among Body Hardening, Martial Arts Techniques, Special Katas and Arts of Invisibility. If you desire any number of Powers can be traded, one-for-one, for basic skill programs (excluding physical).
Language: Androsian (Close to the Atlantian Language)
Cultural: Cooking
Survival: Wilderness Survival, Tracking
Physical: Prowl, Climbing
Philosophical Training: Zen Buddhism (Equivalent)
If this is your Primary Martial Arts form then the following other forms can be learned in a shorter time. Jujitsu (4 years), Moo Gi Gong (4 years), Shao-lin (6 years)
LEVEL ADVANCEMENT BONUSES
1st: +2 to Roll with Punch/Fall/Impact, +2 Parry/Dodge, Critical Strike from Behind
2nd: +1 Strike, +1 Disarm
3rd: +2 Body flip/throw (Does 2d6 damage instead of the normal 1d6), +2 to Maintain Balance
4th: +1 Attack Per Melee, Critical Strike on a Natural 18, 19 or 20
5th: +2 to Roll with Punch/Fall/Impact, Knockout/Stun on a Natural 20
6th: Select One (1) Additional Martial Arts power from Artemi, or Martial Art Techniques, or Special Katas, or Arts of Invisibility. +1 disarm, Deathblow on a natural 20.
7th: +1 Body flip/throw, +1 to Disarm
8th: +1 Attack per Melee, +1 Maintain Balance
9th: +2 to Roll with Punch/Fall/Impact, +1 Damage
10th: +1 Parry/Dodge, +1 Disarm
11th: +1 Attack per Melee, Select One (1) Additional Martial Arts power from Artemi, or Martial Art Techniques, or Special Katas, or Arts of Invisibility
12th: +1 Parry/Dodge, +1 Strike
13th: +1 to Roll with Punch/Fall/Impact, +1 Maintain Balance
14th: +1 Attack per Melee, Knockout/stun on a natural 19 or 20
15th: Select One (1) Additional Martial Arts power from Artemi, or Martial Art Techniques, or Special Katas, or Arts of Invisibility
Why Study Drenk-Kai Joutsu?
Most people are born into it, others fall in love with the near care-free life that they lead. This form specializes in disabling the
opponent and minimizes damage to everything (and everyone) around the fight.
*NOTE- Memnon is the warrior/priest caste from the race this is from. If you would like the writeup for the race, please email me.

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