Drunkarrds
Contents
Summary
The Drunkarrds are the muscles and brute force of the Pirate Kingdom. Drunkarrds take their love of ridiculous feats of strength and Mead and use it to push their power to new levels. On a Pirate ship, Drunkarrds often do all the heavy lifting.
High Level Drunkarrds can drink quickly, buff themselves with their favorite drink, lift heavy objects, and resist damaging attacks with increased Damage Reduction.
History
All Pirates love Mead to some extent. Drunkarrds don't just love Mead though. They cannot thrive without it. It is the very essence of their being. A number of opponents have learned the hard way not to take a Drunkarrd's brew.
The Drunkarrds aren't exactly an organized faction. Even if half of them were smart enough to stay organized, they could never stay sober long enough to do it. Thus, the Drunkarrds rival the Luckies for most unconnected faction. Drunkarrds often develop techniques on their own, and what they do learn from better Drunkarrds, they usually learn in the bar by complete accident.
That's not to say that the Drunkarrds don't have figures of significant note like the Luckies though. Far from it. While Drunkarrds are horrible leaders, Drunkarrds are excellent soldiers and fighters. A number of Drunkarrds have managed to take on hundreds of skilled opponents at once with their powerful builds and ridiculous resilience.
Once such figure of note is Steel Liver Scott. Steel Liver first gained infamy by not only winning the drinking contest at a local festival, but drinking the entire festival out of Mead entirely. Needless to say, taverns soon learned to fear him as he would manage to drink their entire inventory. Also needless to say, Steel Liver Scott is a powerful opponent who is rarely sober enough to tell the difference between friend and foe. Some have even gone as far as to call him a force of nature. On the rare occasions where he is sentient enough to think though, he has proven a valuable ally to the Pirate war. His most famous accomplishment being when he ripped a town's clock tower out of the ground and beat down 100 foes with it in 1 swing.
Attribute Scores
There's one stat that ALL Drunkarrds at least need a decent score in, and that's Body. Constant alcoholic abuse can become quickly hazardous to the Drunkarrd's health, and they need to be able to withstand constantly poisoning themselves on a day to day basis to be able to survive. Still, until before they picked up the style of the infinite refilling mug, every Drunkarrd was a normal person. Their remaining attributes could be anywhere else.
Abilities
Level 1
Stone-Cold Sober
Pirate 1
Cost: Passive
Years of alcoholic abuse has made the Drunkarrds resilient to all sorts of chemicals. The Drunkarrd with this ability has a permenant +2 to resist all kinds of poisons and foreign agents in his or her body. This DEFINITELY includes alcohol.
The Mead of Staggering
Pirate 1
Cost: 5
The Drunkarrd keeps a number of brews on him at all times. Some of these give special effects to the Drunkarrds when he or she consumes them. The Drunkarrd can drink 1 drink a round. This does not use an action. The Mead of Staggering gives the Drunkarrd a +2 to body at the cost of a -2 to Agility. The Drunkarrd must have at least a 3 agility to use this.
The Mead of Blurred Vision
Pirate 1
Cost: 5
The Drunkarrd keeps a number of brews on him at all times. Some of these give special effects to the Drunkarrds when he or she consumes them. The Drunkarrd can drink 1 drink a round. This does not use an action. The Mead of Blurred vision gives the Drunkarrds a +2 to body at the cost of a -2 to precision. The Drunkarrd must have at least a 3 precision to use this.
The Mead of Dull Wits
Pirate 1
Cost: 5
The Drunkarrd keeps a number of brews on him at all times. Some of these give special effects to the Drunkarrds when he or she consumes them. The Drunkarrd can drink 1 drink a round. This does not use an action. The Mead of Dull Wits gives the Drunkarrd a +2 to body at the cost of a -2 to Will. The Drunkarrd must have at least a 3 will to use this.
Spit In Their Face!
Pirate 1
Cost: 1
As an attack action, the Drunkarrd sprays alcohol all over an adjacent opponent. This attack causes the opponent to take 5 damage from the next fire attack that hits them.
Level 2
Speed Chugger
Pirate 2
Cost: Passive
Drunkarrds have learned to drink super fast. This ability allows the Drunkarrds to do two drinking actions a turn. This can include an alchemist's potions.
Stumbling Punch
Pirate 2
Cost: 4
Drunkarrds are rarely graceful, but this fact can catch many opponents off guard. The Drunkarrds that uses this ability attacks with an unbalanced punch that catches the opponent off guard. Roll at a +1 to hit. This attack does 10 damage.
Hit Me With Your Best Shot!
Pirate 2
Cost: 5/turn
The Drunkarrds love to show off. When a Drunkarrd activates this ability, he gains 5 damage reduction for remainder of the turn.
Let's Find a Rock
Pirate 2
Cost: 6
The Drunkarrd finds a big object and chucks it at one opponent. The damage of this attack is based on the size of the object. This attack does damage equal to the check required to lift the object. The Object can be thrown a distance equal to the number of squares the Drunkarrd exceeded the check to lift it (minimum 1). If the object is bigger than 1 square, give the attack a +1 to hit from the pure size of it.
Bar Fightin' Genius
Pirate 2
Cost: Passive
Drunkarrds are at home in the tavern. Whenever a Drunkarrd is in a bar fight, he gains a +1 to hit and dodge rolls.
Level 3
Liquor Rain
Pirate 3
Cost: 10
The Drunkarrd DEFINITELY brought enough to share with the class. The Drunkarrd explodes on of his precious kegs of alcohol into a fine mist. Anyone within 10 squares of the Drunkarrds is automatically effected. Everyone in this field (including the Drunkarrd) takes 5 more damage from fire based attacks until the end of combat.
Arm Wrestle the Kraken
Pirate 3
Cost: 3/turn
The Drunkarrd have great and powerful bodies, but even greater than their resilience is their unexplainable strength. While a Drunkarrd has this ability on, he or she can break the rule of 10 for the purposes of strength checks to lift objects. This means that his or her effective body score for lifting can go over 10.
Take a Cannonball to the Gut
Pirate 3
Cost: 2/turn
The Drunkarrds have amazing and superhuman resilience. While the Drunkarrd has this ability on, he or she can break the rule of 10 for the purpose of body score to determine natural Damage Reduction.
Punch a God
Pirate 3
Cost: Passive
The Drunkarrds are amazingly potent at their attacks. With this ability, the Drunkarrd can break the rule of 10 for the purpose of body score to determine raw damage of natural attacks.
Molotov!
Pirate 3
Cost: 6
The Drunkarrds hate to waste booze, but they will if they have to. The Drunkarrd makes a quick and dirty Molotov Cocktail and throws it at 1 target up to 6 squares away. That target takes 15 fire damage. This also burns anything in the square.
I'm Gonna Bop You Good!
Pirate 3
Cost: 6
The Drunkarrds put all their weight into their attacks. When a Drunkarrd uses this ability to punch his foes, he also throws his own natural strength into it. This attack does 10 damage PLUS the Drunkarrd's natural damage on an attack (half their body score, rounded up).
Quite the Kick!
Pirate 3
Cost: Passive
Drunkarrds are quite the retainers of spare energy. Whenever a Drunkarrd with this ability uses an awesome point to gain life back, he gains back 15 life instead of 10.
Molasses Strawman
Pirate 3
Cost: 10
Drunkarrds are so hardy that otherwise awesome attacks may get lost in their bulk. When a Drunkarrds prepares this as his attack action for the turn, the Drunkarrd can choose to activate this after being successfully hit with a melee attack. The Drunkarrd then makes a Body Check versus the foe's agility or body (keep in mind Body is capped at 10 in this case without awesome points). If successful, the opponent is grabbed by whatever they used to attack this foe. Furthermore, until they make an opposed agility or body check versus the Drunkarrd's body, the Drunkarrd holds on for dear life and the target cannot move, takes a -2 to dodges, and cannot attack with whatever was grabbed. The Drunkarrd can move, but the target comes with them. If the Drunkarrd grabs a weapon, the target can choose to drop it. However, the Drunkarrd is not obliged to give it back. While grappling a foe, the Drunkarrd can only attack this opponent with basic attack (half body, rounded up), but gains a +2 to hit. Teleportation can escape this.
Level 4
The True Mead
Pirate 4
Cost: 10
The Drunkarrd always has a favorite Mead that they are immune to the adverse effects of. This Mead gives a +2 to Body for the remainder of combat without any penalties. This does not give the extra +20 life for gaining 2 body.
At Least It Came Out His Mouth
Pirate 4
Cost: 6
The Drunkarrd's breath is so saturated with Mead that he can light a match and belch into it for a giant fireball of death. This hits 5 squares around the Drunkarrd and does 15 fire damage to everyone in the blast. Roll +2 precision to hit. The Drunkarrd is counted as in the blast for this attack.
Drink to Your Health
Pirate 4
Cost: Passive
The Drunkarrds gain nourishment from their alcohol. Once a battle, the Drunkarrd can spend a drinking action to gain back 15 Life.
Level 5
Perfect Physical Clarity
Pirate 5
Cost: 15
The Drunkarrd's body has become so resistant that they can, with a bit of focus shut their bodies out entirely from altering factors. When a Drunkarrd spends a full turn to use this ability, the Drunkarrd removes all positive and negative modifiers to his attribute scores (including the ones from his own drinking skills). Until the end of battle, the Drunkarrd cannot be effected by ANY modification to his raw attribute scores at all. He can still gain bonuses and penalties to things like hit and dodge, but his raw attribute scores cannot be changed by any means. Furthermore, the Drunkarrd gains 10 life anytime while this is active when someone tries to debuff his attributes.
Healthy as a 10 Story Ox
Pirate 5
Cost: Passive
Drunkarrds have managed to put so much poison in their bodies over the years that their bodies have actually become even more healthy than they initially seem from fighting it. Drunkarrds with this ability gain 20 more max Life.
Steel Liver and Steel Body
Pirate 5
Cost: 12/turn
Invented by Steel Liver Scott himself, this technique makes the Drunkarrd an indestructible force. When activated, the Drunkarrd's body becomes resistant to all outside physical presences. The Drunkarrds gains a 15 Damage Reduction until his next action.
The Grand Slam
Pirate 5
Cost: 30
This is the Drunkarrd's ultimate display of Strength. The Drunkarrd summons all of his Super Strength to lift things he could not previously lift and swings this object around effortlessly to hit his foes. The Drunkarrd can now lift an object that is up to his current effective body score for lifting in length (in squares) and swing it at all his foes like an AoE. This attack hits all opponents within Melee range of this weapon as the Drunkarrd swings it around. This attack hits at a +2 from its sheer size and does 30 damage. The Drunkarrd drops the item after this attack if it did not shatter.