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4e Bar Brawling, Part 3: Terrence Wilhelm

Terrence is one of the key examples of how I adapted a character's existing combat style to brawling. In this case, obviously, I added elemental stuff (we'll call them "particle effects") to the normal things you'd do in a bar brawl - punching and throwing beer. Also, since Terrence was very much about beer and beer distribution, I made sure that he had powers that varied by beer type. At some point, this could be tweaked into a fun PvP drinking game, in which real-world beers are "relabeled" as the beers listed in the powers. You want the bonus? Bottoms up!

The flavor text for several of the powers is based off of Terrence's outrageous German accent. That player is very fond of outrageous accents, and (as others have noted) one or two players at the table with distinct accents or manners of speaking go a long way toward getting other people to think and speak in-character. For my part, I can't usually maintain a consistent accent all that long, but my current Mage game is distinctly improved by the same player's outrageous Boston accent and Samhaine's outrageous Russian accent.

One thing that I wanted to try with the bar brawl rules, but never quite completed, was to hand out powers that shifted characters over into different combat roles. I felt like my players enjoyed their normal combat roles, but none of them were so attached to those roles that they wouldn't enjoy a one-encounter shift into another role. Variety is the spice of life, as I'm told.

Improvised Attack Swordmage Attack 1
In a pinch, just about anything is a weapon.
Standard Action               Melee 1
Target: One creature
Attack: Int + 2 vs AC
Hit: 1d8 + Str + Int damage.

Greenflame Fist Swordmage Attack 1
Each blow ignites your fists in deadly green fire.
At-Will ✦ Arcane, Fire, Weapon
Standard Action                Melee 1
Target: One creature
Attack: Int vs. AC
Hit: 1d4 + Int fire damage, and you deal 3 fire damage to all enemies adjacent to the target.

Lightning Throw Swordmage Attack 1
Using a tiny burst of your lightning lure, you grab an enemy, twist, and throw him to the ground.
Standard Action               Melee 2
Target: One creature
Attack: Int vs Fortitude
Hit: 1d4 + Int lightning damage, and you move the enemy to any square adjacent to you.


Extra Stout, Extra Cold Swordmage 1
You grab ze tankard, chill its contents, and throw ze whole sing at zer enemy.
Standard Action               Melee or Ranged 5
Target: One creature
Attack: Int vs Reflex
Hit: 2d6 + Int cold damage, and the enemy is marked and weakened until the end of your next turn.

Cascading Assault Swordmage Attack 3
You punch the nearest enemy, and force cascades off of him to strike other nearby enemies.
Standard Action               Melee 1
Target: One creature
Attack: Str + 2 vs AC
Hit: 1d4 + Int damage. Make a secondary attack against a target within 5.
Secondary Attack: Int + 2 vs AC
Hit: 2d6 + Int damage.


Down to the Bitters Swordmage Attack 1
You hurl ze beer in ze faces of enemies crowded around you. Apparently, it wasn’t so good anymore, ya?
Standard Action               Close burst 1
Target: All enemies in burst
Attack: Int vs Fortitude
Hit: 2d6 + Int poison damage, and ongoing 5 poison damage (save ends).


Drink the Pain Away
Alcohol: cause of and solution to all of life’s problems.
Minor Action
Effect: Upon finishing your beer, you gain +2 Fortitude until the end of the encounter.
Special: If the beer you just finished is Orcus Imperial Stout, gain Resist 5 Damage until the end of your next turn.
If the beer you just finished is Baphomet Witbeir, you give a savage howl. You and all allies within 5 squares gain a +2 bonus to attack rolls until the end of your next turn.

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