The Drunkard

by Marshall S. Bush


Life as Seen Through the Bottom of a Glass

"Hey... you. Yeah, I'm talking to kid. Jus wonderin'.... *hic*.... why you lookin' at me like that...? Oh, think I'm just some old drunk, huh? Well... Take your best shot.
"You're an adept. How wonderful for you! The challenge stands you lousy grubber...
"C'mon, I'll take you both on, you and your twin brother... oops. That was the barstool. Be careful there. But you must have meant to do that, you're an adept."
"Wuff... hey good arm. You just broke that table in half."
"Woo!... felt a breeze on that one. Oh... no need to get your swor... woops. Now how are you going to get it out of that beam?
"Relax, brother... no need to feel ashamed. So you're an adept... well I am too. Go ahead, laugh. Yes, I'm a Drunkard. But I'm more than what you see. You see a scruffy human with...*hic*... with empty mug and bad smell? Well, maybe. But I've been watching you, and I see where you've been. You scream your past and pains and joys... If your quiet and sit in the corner sippin' your ale, you can pick up on things like that. I know you're hurtin' even though you're laughin' here, tryin' to be brave. And by those shiny new weapons... a lost comarad? Lover maybe... yeah, a lover and companion. I can see that in your eyes. But don't fret friend... you've come back and that's what she'd 've wanted. "Hey... no need to get all hard in the face. Tonight you celebrate, and if you buy me another beer, I'll drink with you. Hell... I've got a story to tell myself."

--Thop Cassar, Drunkard of the sixth circle.

The Drunkard's World

Every town, every where, you see them. Some seem slovenly, some wealthy, some glib and some morose. But they have walked the streets ever since there were streets to walk, and they have been the companion and friend of many an Adept. They are Drunkards.

One of the first developments of Namegivers was alcohol. Some say it was gift of the passions, some say it is born of Namegiver craftiness, but it has been around almost as long as Namegivers. And with it there has been taboo and superstition and tradition. It has kept many a race healthy, wine being often more healthy to drink than water in some places. It has taken place in religious festival and social custom. In short, it has been around a long, long time.

Drink may be seen in many different lights. It causes joy, but enhances sorrow. It brings people together and tears them apart. It can be a Namegiver's master or servant. It can clear one's head in small doses, but in larger cloud one utterly.

Most name giver's take this marvelous aspect of their lives for granted. Some simply succumb to it, never knowing it's true pattern and potential. But others, in the magickal world that is the world of EarthDawn, they understand. It becomes a focus and tool. Through it's use, one becomes more aware of one's self, of other Namegivers, of the nature of intoxication and in the end gains clarity through higher states of consciousness.

The Drunkard's View

The Physical Nature of Drink:

At first, the Drunkard investigates himself and the effect alcohol has on him. He learns to cope with the effects and work past it, the way that a Elementalist learns to stand in the fire and be healed. With this knowledge come the talents associated with the more rowdy aspects of bars. In time, the Drunkard comes to not only understand and master the liquor, but comes to a place where it can sustain him.

The Social Nature of Drink:

As the Drunkard masters himself, he learns to watch others. First he is but the observer, but in time, he comes to know those with whom he drinks. He can learn to encourage or confuse them. He at first begins by learning how to evoke only the most base of reactions, but in the end may come to inspire masses to rage, or a single person to love.

The Spiritual Nature of Drink:

Finally, the Drunkard begins to see through the liquid he carrys in his mug. In this way, he is a sort of minor drug trance mage or seer. He begins to be able to turn the distorted perceptions into a portal, through which the world becomes clearer. By this point, the patterns of beings are open to him, and he no longer merely observes the inside of taverns, but the depths of space, matter and the soul.

On the Path as Discipline

This Discipline is both the starting place of heroes as well as the reflective retreat of Namegivers who have given up the road, but not the quest. It is by no means limited to cities, but it is given to places social. As such, Beastmasters do not come to this discipline nor do Archers or Scouts, whose straightforward methods run contrary to the Drunkard's first stumbling steps. Thieves, Troubadours, Warriors, and Swordsman come to this Discipline easily, as do Wizards and Illusionists. Elementalists and Weaponsmiths find this path less agreeable, and Nethermancers find it even less so.

Also, it is worth noting that not every town drunk is a Drunkard. There are a scant number of true Drunkards, and those that are around are careful to train new ones, as it is a greatly misunderstood path. To many come for the party, and do not stay for the reflection.

Talent Crisis and Half-Magic

Much of a Drunkard's life revolves around acquiring drink and the consuming of it. While never complete slaves, they are sometimes servant to the drink, and therefore are loathe to pass up and opportunity or free one. If a Drunkard has too, unless he has a -really- good reason, it can lead to talent crisis.

Drunkards however may use half-magic to find a local tavern, determine quality of drink, and often get people to buy them drinks.

In Summary:

The Drunkard is not merely one who drinks, any more than a Swordmaster is someone who brandishes a blade or a thief someone who picks pockets. He is a philosopher, counselor, and, if need be, a fighter. He uses what most take for granted as a key to the doors of knowledge and wisdom... and usually has a good time doing it.
"You think you know what that is in your glass? Hah... you think its a good time. For you maybe, but for me... its a way of life."


The Drunkard

Important Attributes: Toughness and Charisma

Racial Restrictions: None

Karma ritual: The Drunkard needs a mug or skin of alcohol. He drinks the first half rapidly offering a toast to those of his discipline, allowing himself to get slight buzz. He meditates on the feeling, reveling in it and examining it. He then drinks a little more, this time tasting and savoring it. After this is done, he drinks the last, become more sober as he does so. The ritual is finished when he is sober and the container is empty.

Artisan skill: Poetry, Dancing, Brewing, Sketching

FIRST CIRCLE
Talents

Avoid Blow (D)
Haggle (D)
Imbibe* (D)
Karma Ritual
Taunt (D)
Unarmed Combat

SECOND CIRCLE
Talents

Belonging* (D)
Durability (5/4)
Wound Balance

THIRD CIRCLE
Talents

Drunkard's Breakfast* (D)
Empathic Sense

FOURTH CIRCLE
Karma: A Drunkard may now spend a point of Karma on any roll requiring Charisma only.
Talents

Improvised Weapon* (D)
Thread Weaving (Brew Weaving) (D)

FIFTH CIRCLE
Social Defense: +1 to the Drunkard's Social Defense
Talents

Arcane Mutterings (D)
Heartening Laugh

SIXTH CIRCLE
Karma: A Drunkard may spend a point of Karma on any roll requiring Toughness alone
Talents

Melee Weapons
Speak Language

SEVENTH CIRCLE
Physical Defense: +1 to the Drunkard's Physical Defense
Talents

Emotion Song
Engaging Banter (D)

EIGHTH CIRCLE
Spell Defense: +1 to the Drunkard's Spell Defense
Talents

Reeling Blow* (D)
Sense Poison

NINTH CIRCLE
Recovery Tests: The Drunkard gets an additional Recovery Test a day
Talents

Incite Mob
Mind Wave
Winning Smile

TENTH CIRCLE
Intoxicate: At this point, the Drunkard now not only sees through the haze and comes out clearer, but may share this with others. All the drunkard need do is touch someone (Either casual contact or an Unarmed combat roll) and make a Willpower roll versus their Willpower step + mystic armor. If successful, the target then is inebriated up to the same level as the Drunkard. The Drunkard must obviously be drinking to use this power. The target will then be subject to any penalties the Drunkard might be (without the benefit of the Imbibe talent, of course). This effects lasts as if the target had been drinking normally.
Talents

Create Ale* (D)
True Sight

*Indicates a new talent, described below.


New or Modified Talents:


Belonging
Step Number: Rank + Charisma Step
Action: YesSkill Use: Yes
Karma: NoStrain: None
Discipline Talent: Drunkard

This is the talent of fitting into place. To use it, a Drunkard sits simply walks into a bar, and attempts to fit in. The test is versus the highest social defense in the house. If successful, the Drunkard will be regarded as simply belonging there, and be overlooked. People may talk to him or interact in other ways, but will only take him to be a regular patron and nothing more. Furthermore other patrons, whether they talk to him or no, will only to be able to describe the Drunkard in the most vague and general of terms, so long as the Drunkard leaves the place before the end of the duration. "Uh... an elf... dark hair... light complexion... Wearing Brown? Green? I dunno..." The duration is rank hours, and it may be done back to back.

Create Ale
Step Number: Rank + Willpower Step
Action: YesSkill Use: No
Karma: YesStrain: 1
Discipline Talent: Drunkard

A Drunkard with this talent may put his hand over a mug of beverage and turn it into alcohol or refine an existing mug of alcohol. To turn one into another, the Drunkard rolls versus the potency times 8, the minimum number being 8. i.e. Water to cheap ale would be 8, level one alcohol to level two (see Imbibe) would be 8, level two to three would be 16, etc. Further more, an excellent success makes it jump two levels. If a mug of liquid is improved past level four, it become a semi magickal beverage, providing +1 to the drinkers Perception and Toughness steps, as well as a wonderful, hangover free euphoria, lasting for rank hours. A drink may only be improved or changed once.

Drunkard's Breakfast
Step Number: Rank + Toughness Step
Action: YesSkill Use: No
Karma: YesStrain: None
Discipline Talent: Drunkard

Quickly, Drunkards learn how to subsist for days off beverage alone. In order to do so, the drunkard must beat his own social defense, plus the number of half days he wishes to go without food. If successful, he may then subsist on one alcoholic drink a day, up to the allotted time. The drunkard may never use this discipline consecutively for more than twice his rank in half days.

Imbibe
Step Number: Rank + Toughness Step
Action: YesSkill Use: Yes
Karma: NoStrain: None
Discipline Talent: Drunkard

This is the talent for drinking large quantities of alcohol and not have it impair one's motor skills. The Drunkard may consume up to his rank in beverages with no serious effect, a serving being 20oz of ale or wine, or a shot of liquor. (For Windlings, it's 1oz or a windling size shot). After that, the Drunkard must make a Imbibe check versus his own physical defense. If successful, the euphoria stays, but the Imbiber does not lose steps for great consumption.

All drinks not being the same, the number of drinks one serving represents is modified by the following table:
Level MultiplierExamples
1x1/2Cheap ale, watered wine
2x1Good ale, cheap wine
3x2Good wine
4x3Dwarven Stout, Mead

Improvised Weapon
Step Number: Rank + Dexterity Step
Action: YesSkill Use: Yes
Karma: NoStrain: None
Discipline Talent: Drunkard

This talent covers any object used in thrown missile or melee combat never intended for that purpose. Beer mugs, rocks, stools, table legs, buckets, fire pokers, cream pies, what have you. Using this talent, there are no penalties for the object being unbalanced. Most objects will do damage a clubs (melee) or throwing axes (Thrown Weapon). Damages are best left to the GM. Also, objects such as meat cleavers, sickles, or dartboard darts are a GM's call as if they are "intended to be weapons." Note: If you need an idea for how this skill works, watch any movie in which a bar brawl takes place, or better yet, watch a Jackie Chan film.

Reeling Blow
Step Number: Rank + Toughness Step
Action: NoSkill Use: Yes
Karma: NoStrain: See below
Discipline Talent: Drunkard

This very risky talent allows the user to transfer damage meant for him back at his attacker, or some other target. To use it, the Drunkard allows himself to be hit, and if the opponent connects, makes a Reeling Blow check. The result is treated as a second Armor Rating, after his first has been bypassed. The Drunkard may then make an immediate attack test, using any melee or hand to hand talent or skill he possesses, adding any damage blocked by his armor and by Reeling Blow to his damage test, up to the result of the talent check.

Example: A Warrior has beset a 'hapless' Drunkard and taken a good swing at him with his mace. The Drunkard is wearing leather, and has an armor rating of 3. The Warrior connects, doing 10 points of Damage. The Drunkard has already declared he intends to do a Reeling Blow, and makes his check getting a result of 12. First, the Armor rating of 3 is subtracted. The remaining 7 points are blocked by Reeling Blow. He then makes a Unarmed Combat test, connects and does adds 10 points to his own damage test. If the Attacker had rolled an 18, the drunkard would have taken 3 points of damage, but still only been able to add 12 points to his damage result.

If a character loses initiative on a round he was already going to attack, but not use Reeling Blow, the Drunkard may abort to a Reeling Blow at the cost of 1 strain.

Author's Note:

I recommend, if you use this Discipline, to check out the alternate drinking rules at http://www-personal.umd.umich.edu/~mholtz/earthdawn.html, which helped me in writing the talents.




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