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Pilz

Various Techniques

Nov 24th, 2013
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  1. BARTENDING SCHOOL OF TECHNIQUES
  2.  
  3. A Splash of Grenadine:
  4. Level 1 MK: 30
  5. The character flicks his wrist, splashing some liquid out of a bottle and into
  6. an enemy's eyes. The character executes a single attack at a +40 bonus, with
  7. a range of 15 feet. Upon a successful attack, the enemy takes no damage, but is
  8. subject to a PhR check of difficulty 120, against the state of blindness.
  9. DEX 6 POW 9 WP 6
  10. Effects: Supernatural state (blindness)(PhR 120), Long-Distance Attack (15 feet),
  11. Attack Ability (Single) (+40)
  12. Disadvantages: No Damage
  13.  
  14. Duck Behind the Bar:
  15. Level 1 Mk:20
  16. The character suddenly and inexplicably moves, as if going to retrieve an item from
  17. a storeroom.
  18.  
  19.  
  20. On the Rocks:
  21. Level 2 MK:?
  22. The character hurls a scoop or handful of ice cubes, rocks, coins, or other
  23. small objects into the air. A second later they fall to the earth with shocking
  24. force and accuracy.
  25.  
  26.  
  27. OTHER IDEAS
  28.  
  29.  
  30. "Don't Sleep at the Bar": The user of this technique quickly draws something crude, like a curse word or a grotesque penis,
  31. across the opponent's face, forcing them to try to cover it whist fighting or embarassing them so much they leave openings while the user takes a couple jabs at them,
  32. laughing. Greater Brand technique and Limited additional attack +2, Tied To a Weapon (Pen/marker)
  33. - Possibly add Weapon Destruction so that you can also Reduce Ki Cost, representing the person knocking away the marker before the character takes his two jabs.
  34.  
  35.  
  36.  
  37. Shaken, not Stirred
  38. : Trapping STR 12 (Spirit Trap), supernatural Attack, Area (3 feet). The user claps their hands together, and a number of transparent mixer cups close over those near him, shaking them violently
  39. and preventing them from acting until they can break free. Defenders must use their Power characteristic (rather than Strength or Agilty) against the trapping effect, even in the following turns.
  40. After the first turn, the user maintains the trapping with his own Dex or Str.
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