--Thop Cassar, Drunkard of the sixth circle.
"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."
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
SECOND CIRCLE
Talents
THIRD CIRCLE
Talents
FOURTH CIRCLE
Karma: A Drunkard may now spend a point of Karma on any roll requiring Charisma only.
Talents
FIFTH CIRCLE
Social Defense: +1 to the Drunkard's Social Defense
Talents
SIXTH CIRCLE
Karma: A Drunkard may spend a point of Karma on any roll requiring Toughness alone
Talents
SEVENTH CIRCLE
Physical Defense: +1 to the Drunkard's Physical Defense
Talents
EIGHTH CIRCLE
Spell Defense: +1 to the Drunkard's Spell Defense
Talents
NINTH CIRCLE
Recovery Tests: The Drunkard gets an additional Recovery Test a day
Talents
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
*Indicates a new talent, described below.
Belonging
Step Number: Rank + Charisma Step | |
Action: Yes | Skill Use: Yes |
Karma: No | Strain: 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: Yes | Skill Use: No |
Karma: Yes | Strain: 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: Yes | Skill Use: No |
Karma: Yes | Strain: 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: Yes | Skill Use: Yes |
Karma: No | Strain: 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 | Multiplier | Examples |
1 | x1/2 | Cheap ale, watered wine |
2 | x1 | Good ale, cheap wine |
3 | x2 | Good wine |
4 | x3 | Dwarven Stout, Mead |
Improvised Weapon
Step Number: Rank + Dexterity Step | |
Action: Yes | Skill Use: Yes |
Karma: No | Strain: None |
Discipline Talent: Drunkard |
Reeling Blow
Step Number: Rank + Toughness Step | |
Action: No | Skill Use: Yes |
Karma: No | Strain: See below |
Discipline Talent: Drunkard |
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.
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