06-30-2006, 12:58 AM
Drunken Master
Brief overview:
From Mercy to Arlia, Namek to Frost, warriors across the universe are blessed with a wide array of fighting styles to take up. None, however, are quite as controversial, or strangely effective, as one developed on the backwater planet of Earth. While most styles rely on harsh discipline and rigorous training, one man has come up with a more laid-back alternative.
Rumors say that the Drunken Master is as old as the substance he regularly drinks, all white hair and sinewy muscle. Standing no taller than chest high on an average adult, his hunched back and bent legs make him seems even shorter. Those that take his frail appearance for weakness are in for a rude awakening as looks can indeed be deceiving.
Alcohol is a vice, a crutch, and it eventually kills those who imbibe in it. However, for those who know, it can be so much more. Within this magical substance lies the power for mortal men to confound their enemies, gain God-like strength, and even cheat death itself.
Instructor: Drunken Master
Planet: Earth
Restrictions: Physical stats at 250 apiece, determination at 200, human only
Instructor Statistics:
Name: Unknown
Race: Human
Power: Whilst under the influence, his power is said to rival the Kais.
Hair Color: Stark white
Eyes: Deep Blue
Height: 4?9? due to his hunched frame
Sex: Male
Body: Wiry and thin
Clothing: Brown slacks and a white, short-sleeved shirt, both covered in sticky alcohol stains
Quirks: A loud-mouthed braggart, his legendary attitude is part of why so many have tried to fight him.
Background information:
Some say that the Drunken Master is a fallen god, disgraced for his love of alcohol and his outspoken nature. They continue by saying that he?s on Earth to teach mankind how to fend for themselves, rather than rely on the strengths of other races to keep them safe. This part seems to carry some truth as he?ll only train human beings. Traveling from town to town
Requirements to train under the Master:
? All physical stats must be at least 250 and within 10 points of ANY other stat. Determination must be atleast 200.
? Must be human and on Earth.
? Must find and face the Master in physical combat. Victory isn?t a requirement, and is highly unlikely. However, it?s the impression that matters. After this, a night of drinking commences and the prospective trainee must match the Master drink for drink without being extraordinarily embarrassed, thrown in jail, or succumbing to alcohol poisoning.
Training:
If the trainee meets the requirements and passes the test, he/she begins a month-long training regimen consisting of heavy drinking and additional tasks depending on which technique they wish to learn. If one?s body isn?t in harmony, then the training is effectively void until such time when they reach such harmony again. It doesn?t take a smart person to complete this training, thusly there is no requirement to Int. Much like Kaioken training, this style is dividing into the Mind, Body and Spirit.
Technique levels:
Drunken Body: The very first thing learned is how to use alcohol to become stronger than your opponent. Three tiers are incorporated into the Body portion of your training, each with different requirements.
? Liquored Up: After drinking to the point of falling over, the Master bring his trainee to a nearby waterfall with the task of swimming up the torrential downpour. An impossible task, the true reasoning behind it is to bring his pupil to a state of rage that increases his physical power. +50 to Str and Att pwr, forget latest 3 best moves. Requirements: Same as to start training under the Drunken Master.
? Ambrosia Strength: Much like the previous tier, the Drunken Master will continuously antagonize his subject until they reach a whole new level of strength whilst drunk. Gain another +50 to Str and Att pwr, only forget 2 best moves. Requirements: Physical stats at 450 and even, Determination at 300.
? Power of a God: Continuing in the same line of thought, the Body style is finalized by repetitive trails of strength against the Drunken Master himself. Upon completion, the student finds a whole new world of power is available to him. Another +50 to Str and Att Pwr, only forget the latest best move. Requirements: Physical stats at 650 and even, Determination at 400.
Drunken Spirit: Though not technically dependent on a person?s spirit, this style can severely hamper an opponent?s fighting.
? Unsteady Feet: Once again, the student will be required to drink as much as possible without passing out. Then the Drunken Master will attack the student, intermittently and without warning, until the trainee is able to utilize his wobbling gait to avoid most of the blows. Though it grants no stat bonuses, opponents will find that it?s increasingly difficult to connect with a physical attack. Requirements: Physical stats at 300, Determination at 235.
? Stagger: The next thing the student will learn is how to turn his enemy?s attacks into devastating counterattacks. By allowing him/herself to be hit by a physical attack, the trainee can twist, flip, or turn to use that momentum to return a blow to his/her opponent. To learn this part, the pupil will be required to fight the Master day in and day out. Once he/she is able to effectively counterattack the Master, the training will be complete. Requirements: Physical stats at 500, Determination at 335.
? Double Vision: The final test of the Drunken Spirit is commenced by the Master taking the student out to various bars. The pupil must start a fight in each in which he/she faces more than one opponent. Over the course of the month, the trainee will learn how to better fight multiple foes. Subtract 1 person when determining the outcome of a fight or spar. Requirements: Physical stats at 700, Determination at 435.
Drunken Mind: The third discipline under the Drunken Master revolves around alcohol?s ability to numb the body.
? Inhibited Senses: Training consist of the student being repetitively beaten by the Drunken Master until he/she no longer feels as much pain from the attacks. No effort will be made to defend his/herself. Don?t be mistaken, the damage will still be there, only the sensation will be dulled. The benefit is that the user will be able to fight without thought as to how much they hurt. Half of the damage dealt to the user can be ignored when it comes to fighting with injuries. Requirements: Physical stats at 350, Determination at 275.
? Punch Drunk: Continuing along this path grants even greater mental resilience against the pain that comes with injuries. Once again, the student will be beaten by the Master until finally they feel nothing when they are being hit. Once again, it must be made apparent that the damage will still be afflicted, and it won?t stop the user from being defeated. Ignore all pain from attacks made against user. Requirements: Physical stats 550, Determination 375.
? Deathless Drinking: Drawing even deeper into the body-numbing effects of alcohol, this final technique allows a fighter to stave off the effects of even mortal injuries, for just a few seconds. It might not sound like much, but it should allow for one final attack. Training is much the same as before, only this time the Master will literally try to kill you. Requirements: Physical stats at 750, Determination 475.
Internal Brewery: Each technique taught her can only be unlocked by the consumption of alcohol. Since not everyone has a ready stash of booze on hand, the Drunken Master has a special technique ready for those who?ve learned atleast three disciplines. Through the manipulation of ki, the user can turn the adrenaline in his/her body into pure alcohol. Using this ability takes no time, but after being used it takes a week for it to be fully charged again.
Feel free to give me some feedback on how this looks, or how to better implement it.
Brief overview:
From Mercy to Arlia, Namek to Frost, warriors across the universe are blessed with a wide array of fighting styles to take up. None, however, are quite as controversial, or strangely effective, as one developed on the backwater planet of Earth. While most styles rely on harsh discipline and rigorous training, one man has come up with a more laid-back alternative.
Rumors say that the Drunken Master is as old as the substance he regularly drinks, all white hair and sinewy muscle. Standing no taller than chest high on an average adult, his hunched back and bent legs make him seems even shorter. Those that take his frail appearance for weakness are in for a rude awakening as looks can indeed be deceiving.
Alcohol is a vice, a crutch, and it eventually kills those who imbibe in it. However, for those who know, it can be so much more. Within this magical substance lies the power for mortal men to confound their enemies, gain God-like strength, and even cheat death itself.
Instructor: Drunken Master
Planet: Earth
Restrictions: Physical stats at 250 apiece, determination at 200, human only
Instructor Statistics:
Name: Unknown
Race: Human
Power: Whilst under the influence, his power is said to rival the Kais.
Hair Color: Stark white
Eyes: Deep Blue
Height: 4?9? due to his hunched frame
Sex: Male
Body: Wiry and thin
Clothing: Brown slacks and a white, short-sleeved shirt, both covered in sticky alcohol stains
Quirks: A loud-mouthed braggart, his legendary attitude is part of why so many have tried to fight him.
Background information:
Some say that the Drunken Master is a fallen god, disgraced for his love of alcohol and his outspoken nature. They continue by saying that he?s on Earth to teach mankind how to fend for themselves, rather than rely on the strengths of other races to keep them safe. This part seems to carry some truth as he?ll only train human beings. Traveling from town to town
Requirements to train under the Master:
? All physical stats must be at least 250 and within 10 points of ANY other stat. Determination must be atleast 200.
? Must be human and on Earth.
? Must find and face the Master in physical combat. Victory isn?t a requirement, and is highly unlikely. However, it?s the impression that matters. After this, a night of drinking commences and the prospective trainee must match the Master drink for drink without being extraordinarily embarrassed, thrown in jail, or succumbing to alcohol poisoning.
Training:
If the trainee meets the requirements and passes the test, he/she begins a month-long training regimen consisting of heavy drinking and additional tasks depending on which technique they wish to learn. If one?s body isn?t in harmony, then the training is effectively void until such time when they reach such harmony again. It doesn?t take a smart person to complete this training, thusly there is no requirement to Int. Much like Kaioken training, this style is dividing into the Mind, Body and Spirit.
Technique levels:
Drunken Body: The very first thing learned is how to use alcohol to become stronger than your opponent. Three tiers are incorporated into the Body portion of your training, each with different requirements.
? Liquored Up: After drinking to the point of falling over, the Master bring his trainee to a nearby waterfall with the task of swimming up the torrential downpour. An impossible task, the true reasoning behind it is to bring his pupil to a state of rage that increases his physical power. +50 to Str and Att pwr, forget latest 3 best moves. Requirements: Same as to start training under the Drunken Master.
? Ambrosia Strength: Much like the previous tier, the Drunken Master will continuously antagonize his subject until they reach a whole new level of strength whilst drunk. Gain another +50 to Str and Att pwr, only forget 2 best moves. Requirements: Physical stats at 450 and even, Determination at 300.
? Power of a God: Continuing in the same line of thought, the Body style is finalized by repetitive trails of strength against the Drunken Master himself. Upon completion, the student finds a whole new world of power is available to him. Another +50 to Str and Att Pwr, only forget the latest best move. Requirements: Physical stats at 650 and even, Determination at 400.
Drunken Spirit: Though not technically dependent on a person?s spirit, this style can severely hamper an opponent?s fighting.
? Unsteady Feet: Once again, the student will be required to drink as much as possible without passing out. Then the Drunken Master will attack the student, intermittently and without warning, until the trainee is able to utilize his wobbling gait to avoid most of the blows. Though it grants no stat bonuses, opponents will find that it?s increasingly difficult to connect with a physical attack. Requirements: Physical stats at 300, Determination at 235.
? Stagger: The next thing the student will learn is how to turn his enemy?s attacks into devastating counterattacks. By allowing him/herself to be hit by a physical attack, the trainee can twist, flip, or turn to use that momentum to return a blow to his/her opponent. To learn this part, the pupil will be required to fight the Master day in and day out. Once he/she is able to effectively counterattack the Master, the training will be complete. Requirements: Physical stats at 500, Determination at 335.
? Double Vision: The final test of the Drunken Spirit is commenced by the Master taking the student out to various bars. The pupil must start a fight in each in which he/she faces more than one opponent. Over the course of the month, the trainee will learn how to better fight multiple foes. Subtract 1 person when determining the outcome of a fight or spar. Requirements: Physical stats at 700, Determination at 435.
Drunken Mind: The third discipline under the Drunken Master revolves around alcohol?s ability to numb the body.
? Inhibited Senses: Training consist of the student being repetitively beaten by the Drunken Master until he/she no longer feels as much pain from the attacks. No effort will be made to defend his/herself. Don?t be mistaken, the damage will still be there, only the sensation will be dulled. The benefit is that the user will be able to fight without thought as to how much they hurt. Half of the damage dealt to the user can be ignored when it comes to fighting with injuries. Requirements: Physical stats at 350, Determination at 275.
? Punch Drunk: Continuing along this path grants even greater mental resilience against the pain that comes with injuries. Once again, the student will be beaten by the Master until finally they feel nothing when they are being hit. Once again, it must be made apparent that the damage will still be afflicted, and it won?t stop the user from being defeated. Ignore all pain from attacks made against user. Requirements: Physical stats 550, Determination 375.
? Deathless Drinking: Drawing even deeper into the body-numbing effects of alcohol, this final technique allows a fighter to stave off the effects of even mortal injuries, for just a few seconds. It might not sound like much, but it should allow for one final attack. Training is much the same as before, only this time the Master will literally try to kill you. Requirements: Physical stats at 750, Determination 475.
Internal Brewery: Each technique taught her can only be unlocked by the consumption of alcohol. Since not everyone has a ready stash of booze on hand, the Drunken Master has a special technique ready for those who?ve learned atleast three disciplines. Through the manipulation of ki, the user can turn the adrenaline in his/her body into pure alcohol. Using this ability takes no time, but after being used it takes a week for it to be fully charged again.
Feel free to give me some feedback on how this looks, or how to better implement it.

