Drunken Masters

From Pirates vs. Ninjas Wiki
Jump to: navigation, search

Summary

The Drunken Masters follow a similar theme to the Drunkarrds, but with different results entirely. While the Drunkarrds focus on their bodies, Drunken Masters focus on a more finesse and mental game. The alcohol, instead of being something to toughen the frame, is used as something to loosen it.

High Level Drunken Masters can buff themselves (trading their bodies score for other buffs, think effectively while drunk, and fight with a fighting style that is as unpredictable as it is ridiculous.

History

The Drunken Masters are an ancient brotherhood that believes that the path to true power lies somewhere in the mind and body loosening properties of Alcohol. Some people believe that by embracing a Pirate's Decadence and a Ninja's studious techniques, the Drunken Masters have become true Pirate Ninjas. Others just think they're Alcoholics with a really good excuse.

Drunken Mastery is as old as someone has been able to pick up a mug and drink from it. Some people just seem to do some tasks better while drunk. However, the official faction has amazingly only existed for around 100 years. This is mostly due to the fact that, much like the Drunkarrds, getting a bunch of alcohol addicts to organize is like Herding Cats (A popular Ninja Game of Skill infamous for its difficulty).

Drunken Mastery has gone through a lot of leaders. Unlike the Drunkarrds, Drunken Masters aren't really resilient to their favorite beverage, and years of Alcohol abuse generally catches up to them. This leads to a great deal of Drunken Masters dying at young ages.

The current Drunken Master leader is a man known as the Drunken Seer, trained by the previous master, Inebriated Baboon. He's gained his title for a certain amount of clarity and a great amount of wisdom that he shows while blind stinking drunk. No one's entirely sure where this comes from, but it's definitely there. On rare occasions, he's predicted important and disaster-ridden events. So, while he rarely says or does much, when he does, people tend to listen.

Despite a somewhat rocky reputation, some villages enjoy the employment of the Drunken Masters. Much like Drunkarrds, a lot of them are just willing to work for a bottle of the local brew, but unlike the Drunkarrds, a number of them are capable of actually accomplishing difficult tasks while Drunk. So, while a Drunkarrd is good for moving a boulder, a Drunken Master is good for building a house. The fact that they're Wanderers and naturally neutral also helps.

Attribute Scores

Unlike Drunkarrds, Drunken Masters often don't have the best body scores. Their constant Alcohol abuse without the steel liver of the Drunkarrds has made a number of them physically weak. However, Drunken Masters make up for this by being masterfully quick, willful, and precise. A Drunken Master could be a master of any of these or even all of them.

Abilities

Level 1

Taster's Choice
Wanderer 1
Cost: Passive
Drunken Masters have discerning tastebuds and prefer to only drink the finest brews. Because of this, they've developed a natural talent for tasting. A Drunken Master can take a quick taste of a substance, food, or drink, and can tell certain details of it by the taste (where it's from, what it is, what it does, etc). The Drunken Master gains a +2 to precision for these checks.


Fist of My Head, Foot of my Crotch!
Wanderer 1
Cost: Passive
The Drunken Master has an impetuous style that doesn't care about appearances or conventions of fighting. While fighting with this ability, the Drunken Master can use any part of his body for an unarmed attack to replace any part of his body for an unarmed attack. So, what used to be a punch can now be done as a headbutt. While not often useful, this can catch opponents off guard or allow the Drunken master to attack in a grapple easily or whenever almost all his limbs are disabled.


I-KE!
Wanderer 1
Cost: 4
The Wanderer takes a free action to take a quick chug of his favorite drink and gains a +1 to either Will, Precision, or Agility at the cost of 1 Body for the rest of Combat.


Face to Foot Style
Wanderer 1
Cost: 1
The Drunken Master learns early on to improvise and learns this basic attack. By swinging up for a punch, but throwing his head forward, the Drunken Master delivers a deadly spinning headbutt that does 10 damage. However, the Drunken Master lands on the ground after using this attack. He or she must spend his or her move action next turn to get up.


Level 2

I'm Better When I'm Drunk
Wanderer 2
Cost: Passive
The Drunken Master has some skill or profession that he or she is trained in that he or she does better while hitting a perfect level of inebriation. Pick ONE skill the Drunken Master is trained in (ie. has an ability that gives a +2 bonus to a check). The Drunken Master has a further +1 to this check while Drunk.


Drunken Clarity
Wanderer 2
Cost: Passive
The Drunken Master is an unusual breed. While they are continually Drunk, they manage to maintain a level of clarity that others cannot. Their minds continue to work at full capacity. They may slur a bit, but the Drunken Master suffers no penalties to his knowledge or perceptions while Drunk.


Dirty Footwork
Wanderer 2
Cost: 5
The Drunken Masters don't believe in fighting fair. Once you're dead, you're dead. There's no honor in a corpse. The Drunken Master uses his feet to kick up a chunk of dirt into his opponent's eyes. Roll agility to hit with this attack at a -2. If this hits, the opponent is blinded until his next action as he attempts to get dirt out of his eyes.


KAMPAI!
Wanderer 2
Cost: 5
The Drunken Master learns to hone all 5 of his senses through the use of alcohol. When drinking this brew, the Drunken Master gain a +1 to Precision, Will, and Agility until the end of the battle at the cost of 2 Body.


Pop Goes the Master!
Wanderer 2
Cost: Passive
The Drunken Master knows how to catch his opponent off guard. Whenever getting up off the ground, the Drunken Master gains a +1 to hit for any melee attack made while getting up from the ground or a sitting position.


Level 3

Imperfect Balance
Wanderer 3
Cost: 4
The Drunken Master is a professional at misdirection. Make an opposed will check against an opponent when attack him or her in Melee. If you succeed, you gain a +2 to hit with that attack. If you fail, you merely lose the life spent to use the ability.


Ring the Barrel!
Wanderer 3
Cost: 6
The Drunken Master creates a ring around an opponent's head with his arms and spins them like crazy. This attack does 15 damage, hits at a -2 to hit, and gives the opponent a -1 to dodges for the rest of the turn if it hits.


Monkey on your Back
Wanderer 3
Cost: 10 Life
The Drunken Masters are masters of grappling and holding their opponent in place. When they use this ability. Roll opposed agility rolls. If the Drunken Master wins, the opponent is grappled. While grappled, the Drunken Master can only attack with basic attacks while grappling for 5 damage. The victim cannot move and can only attack the Drunken Master with basic attacks while grappled for 5 damage as well. The victim is also at a -4 to all dodges. Any attacks aimed at the victim or Drunken Master by someone outside the grapple will hit both of them. Attacks that are thrown at the Drunken Master by the victim hit at a +4 to hit. Teleportation or spending a full turn to succeed in another opposed agility check can escape this.


Violent Awakening
Wanderer 3
Cost: Passive
Drunken Masters are somehow always on their guard, even when asleep. If someone tries to attack this character in their sleep, they wake up and attack out of reflex. Give the Drunken Master a surprise round against the opponent.


Level 4

Drunken Satori
Wanderer 4
Cost: 12
The Masters of the Drunken Arts push this abilities to one final level. The Drunken Master gains a Further +1 to Agility, Precision, and Will until the end of combat with no penalty to their body score. This does not give the extra 10 Life for the extra Will.


Quit Hitting Yourself!
Wanderer 4
Cost: 10
A nasty ability that Drunken Masters use. By using misdirection, a Drunken Master tricks his foe into hitting himself with a raw attack at full power. Roll Agility to hit at a -2. Do damage equal to the opponent's Body Score times 5 to the opponent.


Looking for Me?
Wanderer 4
Cost: 8
Drunken Masters are also Master Tricksters. A Drunken Master that uses this ability may use his or her Will at a -2 to dodge for the turn instead of his or her agility as they use their wits to dodge instead of agility.


THRUST OF VICTORY!
Wanderer 4
Cost: 15
This is an attack the Drunken Masters know that demoralizes their opponent like crazy. Roll precision to hit at a -2. If it hits, the opponent takes 20 damage and loses 1 Will.


Level 5

Monkey See, Monkey Do!
Wanderer 5
Cost: 1 Awesome Point
The final technique invented by the Inebriated Baboon. The Drunken Master has gained such mastery and flexibility with his body that he can mimic the attack of others effortlessly by seeing them. If anyone uses an attack in combat that the Drunken Master doesn't know, he can attempt to use this ability to mimic that ability for 1 attack. If the attack is level 4 or less, he can do this without problem. If it's a level 5 ability, it will require a 12 precision check to notice the nature of the attack. If it's a Level 6 ability, it will require a 15 check or higher to pull this off. This check is can only be done once per time the attack has gone off. The Drunken Master still has to pay for the cost of the ability and the cost of this ability for every turn he wants to use that technique, but he only needs to make the check once in combat. The Drunken Master forgets how he did this technique after the end of the combat.


*Hic* to the Future
Wanderer 5
Cost: 10
The Drunken Seer's famous technique. The Drunken Master, while in his Drunken stupor can perceive his opponents movement so fast that even he can know what the next attack is before even his opponent does. While in the portion of combat where characters are writing down their attacks for the round, the Drunken Master can activate this ability to look what an opponent has written down for his or her attack and exactly what it does. This doesn't give any bonuses, but can often let the Drunken Master set him or herself up in the right way to resist the attack. The Drunken Master cannot also be taken by surprise or be considered off his guard on this round or be interrupted on the reaction of his attack.


Monkey Gatling Assault
Wanderer 5
Cost: 1 Awesome point and 30 Life
The Drunken Master has learned to use his entire body as a weapon in a quick succession of blows that is as potent as it is frightening. The Drunken Master assaults his foe with a series of 6 blows (one for each arm and leg, his head, and his chest). This is landed in the time it takes to land 1 blow. Roll to precision to hit with each attack. Each hit does 15 damage each and is counted as a different attack for each hit. If every hit lands, the opponent is also dizzied and thrown off guard. As a result, the opponent is at a -2 to Agility for the rest of combat and loses their next attack action.


The Boat Floats in Water
Wanderer 5
Cost: Passive
The Drunken Master has achieved a form of perfection and strength through countless hours of training. The perfect balance between inebriation and sobriety has left the Drunken Master with an unpredictable amount of health. Drunken Masters with this ability have 20 more Max Life.