Sword School - Drunken Demon
Aug 8, 2018 23:00:08 GMT -6
Post by Amanojyaku on Aug 8, 2018 23:00:08 GMT -6
Most bashers think that monks are required to give up such worldly pleasures as hooch and blow. Some realize that the most dangerous martial artists are the ones that can put away their weight in booze and still stand up afterward. And, of course, there's no way that the awkwardly effective and hilariously awkward sword discipline known as Drunken Demon came to be if that Goliath had been sober. A favorite of barflies across the Wheel, the Drunken Demon teaches that sobriety blocks inspiration, and that inspiration is the key to using anything at hand as a weapon.
Drunken Demon's key skill is Acrobatics, an important skill for not tripping over one's own feet when one is higher than a hellkite in heat. The "traditional" weapons of the school, such as they are, include bottles, tankards, buckets, and generally whatever might conceivably contain the sacred booze, but have long since expanded to include chairs, tables, ladders, and the occasional sod found sleeping it off under the table, whatever can be found in the general vicinity of a bar.
Level 1: Apprentice
-Weapon (Improvised): Use Improvised weapons in martial maneuvers.
-Action (Dodge): Use Dodge actions in martial maneuvers. Any attack-related advantages you apply to the special attack are instead applied to your next standard attack against the enemy whose attack you dodged. That attack may not be a Special Attack.
Level 2: Initiate
(-2)Swayback Stance: You may only use this attack while intoxicated.
(1/3)Drunken Dream: For 1 point, the target's weapons gain the Unbalanced property during this attack. For 3 points, they gain the Unwieldy property instead.
Level 3: Journeyman
(-1)Skill (Acrobatics): As part of this attack, make an Acrobatics check against the Static Defense of the target. If it fails, the attack fails.
(3)Ignite the Fumes: The attack deals E damage and gains the Flame property, with a 10m range. Flammable weapons are consumed.
Level 4: Master
-Mastery (Booze Not Even Drop): You can make Dodge attempts against attacks that you are not aware of. If you successfully dodge an attack, you do not necessarily become aware of it.
(4)Barmy in a Bottle: You can Ready and drink an intoxicating beverage as part of this attack. If you do, you enter a Frenzy as if you had the feat for a number of rounds equal to your Constitution.
Level 5: Grandmaster
(5)Knockout in Three Steps: If this attack hits and deals damage, it inflicts a level of Fatigue for each raise you get on the attack roll.