Ziggy Zakki, Ziggy Zakki, Hoy, Hoy, Hoy! The first thing a drunken master must be able to do is drink. The true drunken master can drink with a speed unmatched by lesser drinkers. The drunken master may drink one shot/mug/flagon of alcohol per round, as a free action. Each drink adds one to the Drink counter, which is used to power the other Drunken Master abilities. Drunken Weaving Drunken Master Ability The character has started the path of the Drunken Master. The first step is learning to instinctively use the drunken weaving to dodge blows of all types. The master may choose to burn one drink off of the Drink counter to gain a -1 bonus to all defensive rolls for a round for each level of this ability taken. Drunken Stumble Drunken Master Ability The character has learned to lure the enemy off guard with his drunken stumble. The character may burn one drink off the Drink counter to gain a +1 to initiative for the duration of the battle for each time this ability is taken. BITTER BEER FACE!!! Drunken Master Ability The character has learned the most terrifying move in the Drunken Master's arsenal, the Bitter Beer Face. The character may only activate this ability with a Drink counter point gained that round from a drink of beer. All enemies that have attacked or will attack the drunken master this round must succeed a soul check or run in fear for one round. Toxic Breath Drunken Master Ability The character's drunken breath is so horrible that enemies reel from the very stench of it. The character may burn one drink off the Drink Counter to cause one enemy attacking him to have a +1 penalty to hit for each time this ability is taken. Flaming Breath Drunken Master Ability The character has learned the ability to spark his Toxic Breath using his innate power. The character may make an unarmed attack roll against any opponent within melee range. The character spews alcoholic breath at the character, and ignites it with his innate power. The attack, if successful, causes 5 points of Burning damage per drink burned from the Drink Counter, and ignores any armor that does not cover the entire body. Drunken Rage Drunken Master Ability The character has learned to use alcohol to loosen and simultaneously control the bonds on the feral rage inside us all. When taking a drink, the Drunken Master may choose to boost his body by one point for the duration of the current fight instead of increasing the Drink counter. This increase results in an instant gain of 5 Health, and each can temporarily increase Combat Value. These increases end at the end of the battle, and may result in the Drunken Master suddenly dropping dead as his health goes below -20. Drunken Whirlwind Drunken Master Ability The character can harness the incredible power of alcohol to become a whirlwind of flailing limbs. Each enemy within melee range is immediately subjected to one attack from the Drunken Master. This ability burns 5 drinks from the Drink counter. Drunken Breakdancing Drunken Master Ability This ability may only be taken once. The Drunken Master has lots of experience rolling on the ground avoiding the stomping of those who would harm him. He gains a -1 to all defense rolls when on the ground, as he spins in a crazy drunken breakdance. Drunken Numbness Drunken Master Ability A truly drunk man feels no pain. The Drunken Master may spend a drink from the Drink counter to lower the damage of an attack that has just hit him by 5 points per time he has taken this ability. The Drunken Master may use this ability on one hit per round for each time this ability is taken. Toxic Blood Drunken Master Ability A Drunken Master's alcohol stream is resistant to poison. The flowing fire of alcohol resents other poisons, and will burn these poisons out of the Drunken Master's alcohol stream wherever they are. The Drunken Master may spend a drink from the Drink counter to negate the effect of any poison that is not instantly fatal on contact.