Zuiquan (Exclusive)
By Kuseru
Entrance Requirements: No Alignment restrictions. Requires a M.E. of 8 and a P.E. of 12.
Skill Cost: 17 Years
Zuiquan, or Zui Quan, also known as Drunken Fist or Drunken Boxing is a martial art related to Drunken Style Kung Fu. Drunken Boxers, however, stress the combat side of their martial art, combining a series of movements, actions, and martial skills to confuse their opponents. All combat moves are disguised as drunken-like, unsteady movements and attacks to confuse the enemy. However, when a Drunken Master gets drunk-watch out!
Prospective students are studied at a distance by drunken masters, then treated to a display of drunken boxing's power. If the student expresses enthusiasm for learning the new techniques, a group of drunken masters take him or her from tavern to tavern, getting rip-roaring drunk, causing trouble, and passing along the first secrets of the technique. Those who survive the revelry are new drunken masters.
As they remain intoxicated after a fight, drunken masters are often found half-asleep in bars and other drinking establishments, mumbling incoherently or singing loudly and off-key (and usually singing a 'dirty' song). They rarely pick fights, but are quick to come to the aid of someone overmatched in a bar fight. Most keep a low profile, although some are famous--or infamous--for the deeds they have performed while under the influence.
Costume: No particular outfit. Practice is usually done in the character's normal street clothing.
Stance: None.
CHARACTER BONUSES
Add + 2 to M.E.
Add + 2 to P.E.
COMBAT SKILLS
Attacks per Melee: Two
Escape Moves: Roll with Punch/Fall/Impact, Somersault (appearing accidental).
Attack Moves: Stagger (Special! Sort of a broken walk/fall into combat. A successful roll means entering combat distance and gaining initiative.), Roll, Backflip, Lurch (Your lurching movements let you make one feinting attack in per melee round as a move-equivalent action. You gain a bonus to Strike for moves following a successful Lurch.)
Basic Defensive Moves: Dodge, Parry, Automatic Parry.
Advanced Defenses: Multiple Dodge, Swaying Waist(Special! This is a special form of weaving and ducking that is considered a Dodge, it cannot be combined with any other defensive move. Acts as an automatic dodge.), Combination Parry/Attack, Disarm, and Automatic Roll.
Hand Attacks: Strike (punch), Knife Hand, Backhand, Palm Strike.
Basic Foot Attacks: Kick Attack, Tripping/Leg Hooks, Snap Kick, Backward Sweep, Reverse Turning Kick (Combination Dodge/Kick), Drop Kick (Combination Fall/Dodge/Kick).
Jumping Foot Attacks: None.
Special Attacks: Death Blow, Body Block/Tackle, Crush/Squeeze, Pin/Incapacitate, Choke, Combination Strike/Parry, Combination Grab/Kick, Knee, Elbow, Forearm, Drunken Embrace (You can grapple an opponent without provoking an attack of opportunity, and you gain a bonus to all grappling rolls.), Spinning Head Butt (You leap forward, twisting your body in midair as you head-butt an opponent. This is a critical strike that, in addition to dealing double damage, automatically initiates a KO/Stun unless your opponent makes a Roll with Punch/Fall/Impact. However, if your attack misses, you land prone in front of your opponent.)
Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold
Weapon Kata: W.P. Barstool, W.P. Bottle, W.P. Improvised Weapons.
Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knockout/Stun, Pull Punch.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Automatically receives the Yung Chin (Eternal Clarity) Demon Hunter Body Hardening Exercise. Select ONE (1) additional Martial Art Power from among Body Hardening Exercises (including the Demon Hunter ones).
Languages: Chinese (usually Cantonese).
Cultural Skills: Singing
Survival: Begging and fasting.
Physical: Gymnastics and swimming.
Philosophical Training: Taoism.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Ch'in Na (4 Years), Li Chia (4 Years), Mien Ch'uan (8 Years), or Taido (7 Years).
LEVEL ADVANCEMENT BONUSES
1st: +2 to Swaying Waist, + 1 to Somersault/Stagger/Roll/Backflip, Critical Strike on a Natural 19 or 20.
2nd: +2 to Parry, gains W.P. Spit Alcohol Flame.
3rd: +1 to Strike, Knockout/Stun on a Natural 19 or 20.
4th: +1 to Somersault/Stagger/Roll/Backflip, + 1 to Roll with Punch/Fall/Impact.
5th: +1 Attack per Melee, + 2 to Swaying Waist.
6th: Critical Strike from Spinning Head Butt (triple damage).
7th: + 2 to Strike following Lurch, Critical Strike from Behind..
8th: +1 to Rear Attacks (Backward Sweep, Backhand Strike), Select One (1) Additional Martial Art Power from Body Hardening Exercises or Chi Mastery Abilities.
9th: +1 Attack per Melee.
10th: +1 to Roll with Punch/Fall/Impact
11th: +1 to Somersault/Stagger/Roll/Backflip
12th: +1 to Strike, Death Blow on a Natural 20.
13th: +2 to Strike following Lurch.
14th: +1 Attack per Melee.
15th: +1 to Somersault/Stagger/Roll/Backflip.
Why Study Zuiquan?
Because you like to drink and fight.

New Demon Hunter/Drunken Master Body Hardening Exercises

Demon Drinking: The ability to drink large amounts of alcohol without getting as drunk. This Body Hardening Exercise differs from Eternal Clarity in that it only concentrates on drinking large amounts of alcohol and doesn't deal with staying relatively sober. The training of this technique concentrates on quickly drinking large amounts of alcohol, before drunkenness, losing consciousness, and/or vomiting incapacitate the character. Bonuses: Resist the effects of alcohol at +10% with an additional +2% per level of experience. There are no adjustments to the drunkenness penalties, but the character can drink two to three times as much as before. The character is also +1 to save vs Poison and Drugs.

Drunken Rage: With this Body Hardening Exercise the character can enter into a berserk rampage (similar to the Rampaging Superbeing from HU GMs Guide) The character lashes out at everything in his path and cannot think coherently. The rage lasts for a number of melees equal to the P.E. attribute plus the number of drinks that have consumed. Bonuses: +2 to P.S., +4 to Damage, and +2 to all saving throws, but suffers from -2 to Dodge/Parry and skills are performed at -50%.

New Chi Mastery Abilities

Convert Alcohol to Medicine: By combining the character's chi with alcohol, it can converted into a healing medicine. The cure cannot be used on anyone else. The healing effects and costs are identical to the Chi Healing Ability. Alcohol drunk in this way neither impairs nor improves your abilities.

Alcoholic Flame: The character with this Chi Mastery Ability can convert the alcohol in his body into a breath of flame which can be used to ignite objects or people. At least two melees (30 seconds) of concentration are required to use this power, and the character must have a minimum of six points of Positive Chi or the power cannot be used. Range: 12 feet plus 2 feet per level of experience. Damage: 6D6 points of damage. Cost: five points of Positive Chi and alcohol equivalent to five drinks for each use.

Weapon Proficiencies

Barstool: Training in all types of stools and chairs, including bar stools, milking stools, dining chairs, outdoor furniture, and small tables. Considered to be separate from WP Blunt, since it deals with large, cumbersome objects which aren't designed as weapons. Characters without this WP suffer a -2 to strike and parry with chairs and stools, as they are untrained in these unwieldily weapons.
Bonuses: +1 to strike and parry at levels 1, 4, 8, and 13.
Damage for chairs
Barstool - wood 1D6+1
Barstool - metal 1D8
Dining chair - wood 1D6
Dining chair - metal 1D6+1
Milking stool - wood 1D4
Milking Stool - plastic 1D4+1
Deckchair - wood 2D4
Deckchair - metal 2D6
Deckchair - plastic 1D6
Bedside Table - wood 1D6
Bedside Table - metal 1D6+1

Bottle: Training in the use of broken bottles and glasses as weapons. The character can break a bottle without cutting himself, and use a variety of offensive moves. Bottles and ceramic drinking vessels do 1D6 points of blunt damage with their first blow, then 1D4 points of slashing damage thereafter. Tankards and other larger drinking vessels do 1D6 points of damage. Furthermore, you can make these attacks without spilling most of the liquid inside. If attempting to parry with a broken bottle, the wielder automatically fails, and receives an *additional* 1D6 damage. However, if the attacker was using a fist, foot, or other part of the body, he also receives 1D6 damage.
Bonuses: +1 to strike and damage at level one, and an additional +1 to strike an damage at levels 4, 8, and 13.

W.P. Improvised Weapons can be found on p. 13 of Mystic China.

W.P. Spit Alcoholic Flame: By taking a mouthful of alcohol and 'spitting' it out over a source of flame (i.e. torch, lighter, candle, etc.), the character can attempt to ignite burnables or set an opponent alight. Damage is 1D6 S.D.C. per melee round for 1D4 melee rounds or until the victim takes two melee actions to put the fire out.

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