BARTENDER



Many claim to be "bartenders" but only those true of the discipline know the art of mixing drinks, bar room brawls, and a sympathetic ear. The Bartender can prove a valuable source of information, as well as a good brew.

Important Attributes: Perception, Charisma, Dexterity

Racial Restrictions: none

Artisian Skills: Wood Carving, Songwriting

Karma Ritual: The Bartender must sit at a table and imagine an imaginary opponent sitting across from him. The opponent must be someone he has had conflict with recently. He challenges the opponent to a drinking contest, and must drink real drinks until his imaginary opponent passes out and loses. (Note of Caution: many Bartenders become drunks in this way.)

Circle 1

Karma Ritual
Unarmed Combat
First Impression
Drink Mixing*
Haggle
Speak Languages

Circle 2

Durability 8/6
Melee Weapons
Drinking Song*

Circle 3

Empathic Sense
R&W Language

Circle 4

-Increase Social Defense by 1.
Local Rumormill*
Thread Weaving

Circle 5

-Additional Recovery Test Per Day
Engaging Banter
Heartening Laugh

Circle 6

-Use Karma on tests using Charisma
Resist Taunt
Detect Weapon

Circle 7

-Increase Physical Defense by 1.
Winning Smile
Disarm

Circle 8

-Additional recovery test per day
Hypnotize
Swift Kick



New Talents


Drink Mixing

Step Number: Perception + Rank
Action:Yes Skill Use: Yes
Requires Karma:No Strain:0

Drink Mixing is the art required to mix a drink that will keep the customers coming back for more and more and well, more. The result of the drink mixing test is the quality of the drink. To see if a character can handle the drink, make a toughness test against the quality number. If the character fails, he loses a number of steps equal to the Bartender's rank in drink mixing. To see if a character can resist going back for another, make a willpower test against the quality number, if the character fails, the Bartender picks up a couple extra silver pieces.

Corbin the Bartender mixes a drink for a elven archer and a troll warrior. He gets a result of 16 for the two drinks.(Some good stuff) The elf takes a swig and rolls his toughness and receives a 5, he is drunk, and loses 5 steps to all related tests.(5 is Corbins rank) The troll downs the whole glass and rolls a 17 on his toughness and a 12 on his willpower, he not only liked it, he loved it, and wants some more.

Drinking Song

Step Number: Charisma + Rank
Action:Yes Skill Use:No
Requires Karma:Yes Strain:1

Drinking Song enables the Bartender to inspire patrons to drink and to improve their attitude towards him. A willpower test is made against the result of the Bartender's test. All who fail feel the urge to drink, and the Bartender gains his rank in steps to any charisma tests towards these characters for the next hour.

Local Rumormill

Step Number:Perception + Rank
Action:No Skill Use:Yes
Requires Karma:No Strain:0

This talent is used when someone comes asking for particular information. The Bartender makes a test against a difficulty number set by the gamemaster appropriate for the situation. The success level of what the character actually knows is up to the gamemaster. Most Bartenders ask a fee for revealing what they know.


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