Sui Sarariman Ken (Drunken Salaryman Fist)
By Mantisking w/Kuseru
Entrance Requirements:
Skill Cost: 9 Years (Primary), 5 Years (Secondary)

This is a unusual and rarely seen style. The only people who seem to practice it are middle-age, Japanese, company men. In action it seems to be a blend of drunken silliness and half-remembered karate skills from the days at University.

Costume: Wrinkled and stained business suit with the shirt half-tucked, the tie loosened, and the jacket hanging over the shoulder. A microphone is often carried in the right hand (except when a drink is carried, then often one or the other makes it's way to the left hand...but let's not forget that the majority of stylists also smoke, so a lit cigarette may also be substituted for the other two items).
Stance: Yeah, right...a drunk guy in a stance...ain't happening.
CHARACTER BONUSES
Add 1 to M.A.
Add 1 to P.E.
Add 5 to S.D.C.
COMBAT SKILLS
Attacks per Melee: Two (2)
Escape Moves: Roll with Punch/Fall/Impact, Stagger
Attack Moves: Stagger
Basic Defense Moves: Dodge, Parry, Automatic Parry
Advanced Defense Moves: Multiple Dodge, Circular Parry, Automatic Dodge, Entangle
Hand Attacks: Strike (Punch), Palm Strike, Roundhouse Strike
Foot Attacks: Snap Kick, Trip/Leg Hook, Drop Kick, Reverse Turning Kick
Jumping Foot Attacks:
Special Attacks: Neck Hold/Choke, Body block/Tackle, Karaoke Attack (New! The character begins singing in a very loud and off-key voice. All those who hear this "singing", must make a Saving Throw vs. Horror Factor: 13)
Holds/Locks: Wrist Lock, Arm Hold
Weapon Kata: W.P. Jacket (Use bonuses from W.P. Net.), W.P. Neck Tie (Use bonuses for W.P. Garotte. The combat skill Neck Hold/Choke can be performed with this weapon.)
Modifiers to Attacks: Critical Strike, Critical Strike From Behind, Knock-Out/Stun, Critical Strike from Behind, Pull Punch
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Automatically receive Special Kata: The Non-Spill Drink (Offensive/Defensive) (The character can fight with a drink (bottle or glass) held in one hand and not spill a drop of the contents.). Select one (1) Power from the following; Art of Hiding, Art of Vanishing, Stone Ox, Winter/Summer Training, Iron Hand, Dam Sum Sing, Wrist Hardening, Chagi, Ao Dah Jong, Control Revulsion, Feign Death/Coma/Unconscious, Eternal Clarity, Laugh At Pain, and Resist Chi Influence.
Languages: Japanese
Cultural: Karaoke
Physical: Drink Others Under the Table (Character counts as a supernatural creature)
Survival: Find Warm Gutter, Drunken Taxi Travel
Temple: Pray to the Porcelain God
Weapon Proficiencies: W.P. Jacket (Use bonuses from W.P. Net.), W.P. Neck Tie (Use bonuses from W.P. Garotte.), WP Oshibori (it's that heated wash cloth that the Japanese use to clean their hands...and if they lack manners...their face.)
Philosophical Training:
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Drunken kung fu (7 Years), Zui Quan (? Years).
LEVEL ADVANCEMENT BONUSES
1st: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact
2nd: +1 to Stagger, Knockout/Stun from Behind
3rd: +1 to Strike, +1 to Roll with Punch/Fall/Impact
4th: +1 Attack per Melee, +1 to Parry/Dodge
5th: +1 to Damage, Critical Strike from Behind
6th: +1 to Roll with Punch/Fall/Impact, Knockout/Stun on a Natural 19+
7th: +1 to Parry/Dodge, Critical Strike on a Natural 19+
8th: +1 Attack per Melee, +1 to Stagger
9th: +1 to Strike with Drop Kick, +1 to Roll with Punch/Fall/Impact
10th: +1 to Damage, +1 to Parry/Dodge
11th: +1 to Stagger, +1 to Roll with Punch/Fall/Impact
12th: Critical Strike from Behind now does Triple Damage, Select one (1) Martial Art Power from the list of available Martial Art Powers.
13th: +1 Attack per Melee, +1 to Strike
14th: +1 to Stagger, +1 to Roll with Punch/Fall/Impact
15th: +1 to Damage, +2 to Pull Punch
Why Study Sui Sarariman Ken ?
The ultimate in confusing, drunken fighting styles!

Drink Others Under the Table: The average character starts to notice the effects of alcohol after three drinks and most are pretty drunk after six drinks (especially if consumed in less than two hours) -- note a typical bottle of alcohol contains 16-20 shots/ounces. The effects of alcohol impairs the character's motor skills, sense of balance, and general perception of things.
Typical Characters (not heavy drinkers):
After three drinks: -6% on all skills.
After six drinks: -12% on all skills; initiative and all combat bonuses are -2, and reduce speed by 20%.
After nine drinks: -24% on all skills and reduce speed, initiative, attacks per melee round, and all combat bonuses by half.
After 12 or more drinks (falling down drunk): -40% on all skills, reduce speed to 20% of normal, and reduce initiative, attacks per melee and all combat bonuses to two!
Modifiers: The typical Saloon Girl, Bounty Hunter, Gun-slinger, Wired Slingers, Crazy, Juicer, True Atlanteam Simvan, and heavy drinkers can drink twice as much before feeling the negative effects (penalties). The Merchant Marine (Saloon Bums and Dwarves) can drink two and a half times as much before feeling the negative effects (penalties), but runs the risk of becoming an alcoholic if he drinks like this regularly. The average dragon, lesser demon, and supernatural creature can drink three times as much before feeling the effects (penalties); greater supernatural beings, four times.

Karaoke: The character can sing along with lyrics on a tele-prompter. Base Skill: 40% + 5% per level of experience.

Find Warm Gutter: If the character is too drunk to get home, or fails their Drunken Taxi Travel skill roll, they can use this skill to find a nice, warm gutter where they can fall asleep. Miraculously the character will not be bothered until morning, when they will be awakened by a dog licking their face. Base Skill: 30% + 5% per level of experience.

Drunken Taxi Travel: The character can navigate between drinking establishments, or even find their way home while drunk. Base Skill: 35% + 5% per level of experience.

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