Equipment:
A large flask filled vodka or absinthe, a map of all the best breweries and
taverns, a manual or scroll detailing how to perform your techniques that
stinks of stale alcohol with scribbled illustrations.
A: Qi Dice, Qing Gong, Alcoholism, Fundamentals of the Zuiquan, 2 Standard Techniques +1 AC
B: Drunken Dragon, Pub Crawl, 2 Standard Techniques, +1 to hit
C: Liquid Courage, A Likely Story, 2 Standard Techniques +1 AC
D: Flow like the Keg, 2 Standard Techniques, extra attack
Qi
Dice:
Whenever you take a level in this class add a 8-sided Qi Dice (QD) to your dice
pool. You recover QD after 1 hour of heavy drinking while contemplating your martial
prowess (change as appropriate to your setting).
Qing
Gong:
As long as you have at least one unspent QD you may divide your movement between
moving horizontally as normal and vertically. To move vertically you may run up
walls or make a superhuman jump or jumps.
As long as you have three unspent QD you may stand and move on things that
could not normally support you as if you were weightless (you are still
affected by gravity). E.g. a leaf floating on the water, an opponent’s weapon,
falling objects.
Alcoholism:
Other than your Qing gong, your Zuiquan abilities only work while drunk. Your
training in these martial arts has greatly increased your tolerance for alcohol
and you must consume three times as much as a regular person to get drunk.
Fundamentals
of the Zuiquan:
You are a master of bar fights, your unarmed attacks deal 1d6+STRMod damage,
and you are skilled in the use of improvised weapons, treat broken bottles as
knives, chairs as bludgeons, bar stools as medium shields, and small tables as large
shields. Other improvised weapons function as your GM decides.
Drunken
dragon:
You belch fire from your mouth in a 5*[dice]' cone. This blast of fire
does [dice]d6 damage and sets flammable objects on fire.
Pub
Crawl:
As long as you have at least two unspent QD, you can move and fight just as
effectively while lying on the ground as while standing, you do not suffer any
penalties for being tripped or prone.
Liquid
Courage:
For better or worse you are completely immune to fear. Ignore any
effects that would cause you to become afraid.
A Likely Story:
Once per day if you are caught trespassing alone you can convince whoever found
you, that you stumbled in by mistake. If you saw something you shouldn’t have, you
can convince them that you are so black out drunk you’ve already forgotten what
you saw (roll 1d4, on a 1 you are being honest about this). Unless the person
is particularly cruel or paranoid, they will only chastise you and throw you
out.
Flow
like the Keg:
Whenever a melee attack hits you before rolling damage you may expend a QD to
redirect the attack. The attack deals damage to a target of your choice within
10’ of you that the attacker can reach. You may reposition the attacker 5’ so
that they may reach the new target. You take no damage.
Standard
Techniques:
roll these at random, if you get the same technique twice reroll it. Consider
using smaller dice sizes and re assigning the numbers after taking a level in
the class. Techniques are considered to always be prepared.
1.
Gin and tonic
R: 0
T: self
D: 0
You are an expert at numbing your pain with alcohol. You may skull a drink to
restore [dice] hp. Or sterilise yourself of [dice] diseases.
2.
Uninhibited Insults:
R: earshot
T: [dice] people who speak your language
D: until you or all of them are reduced to a bloody pulp.
Targets must save vs wisdom or attempt stop whatever they’re doing and rush to
attack you. Anyone else who can hear you is shocked and appalled.
3.
Grape Stomp:
R: self
T: all around the caster
D: one action
You stomp your foot. A blast of energy emanates out from the point of
impact, doing [dice] damage, save for half, to those within 10*[dice]'.
Those damaged also must save or be blown 10*[dice]' backwards.
4.
Intoxicating mist:
R: 30'
T: 10*[dice]' cubed
D: Special- see bellow
You take a swig of alcohol and spray an alcoholic mist from your lips. The mist
covers an area that is up to 10*[dice]' long, wide and deep. Creatures
that move inside the cloud save vs constitution or become drunk, with a –[Dice]
penalty. Creatures who do not need to breath or are immune to poison are
unaffected. The mist can be dispersed by strong winds or weather events
such as rain. If it is is not, the cloud persists for 2[dice] rounds
indoors or in an area with stagnant air, or [dice] rounds outdoors. The
mist is highly flammable, if ignited anything inside takes [dice]d6 damage and
is set on fire
5.
Blade of Grass:
R: 0
T: Self
D: [dice] rounds
Your skill at using improvised weapons is superhuman. Anything you hold becomes
a lethal weapon regardless of how seemingly harmless. Such improvised weapons
have a reach of 10’, and deals 1d10+STRMod damage. Improvised weapons can be
thrown with a -1 penalty to hit for every 20’ after the first. Improvised
weapons used this way do not break after a single use, for which tavern owners
are incredibly grateful.
6.
Lift Spirits
R: Touch
T: An alcoholic drink
D: special.
You fortify a beverage with your qi. Anyone who consumes the drink in its
entirety must save vs wisdom or become merry and unburdened by concerns for
[dice] hours. This will likely decrease their motivation and self-preservation.
7.
False Sobriety
R: 0
T: self
D: 10 minutes
For the duration of the technique you can think and act as if you are
completely sober regardless of how much alcohol you consume. You suffer the
penalties of sobriety as normal but may choose to end the technique at any
time. Alcohol you consume while using the technique will still affect you after
the technique ends.
8.
Shaken not stirred:
R: special- see bellow
T: A non-hostile person.
D: [dice] minutes
Target must save vs charisma or be pressured into getting drunk with you. For
the next [dice] minutes they willingly answer any questions you ask them
honestly and without a filter.
Inspiration:
https://as-they-must.blogspot.com/2020/01/to-death-class-monk.html
http://attnam.blogspot.com/2018/07/class-sword-mage.html
http://www.remixesandrevelations.com/2019/02/glog-ifying-fifth-edition-spells-d.html