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Difference between revisions of "Drinking"

From Titan's Teeth

 
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Each time you drink an alcoholic beverage roll a Fortitude saving throw with a DC based on the drink. For each drink after the first you receive a -2 penalty to the check.
 
Each time you drink an alcoholic beverage roll a Fortitude saving throw with a DC based on the drink. For each drink after the first you receive a -2 penalty to the check.
  
* If you fail the check by 10 or less, your drunken value increases by 1.
+
* If you fail the check, your drunken value increases by 1.
* If you fail the check by 20 or less, your drunken value increases by 2.
+
* If you fail the check by 10 or less, your drunken value increases by 2.
* If you fail the check by more than 20, your drunken value increases by 4.
+
* If you fail the check by more than 10, your drunken value increases by 4.
  
 
'''Size:''' For each size category below Medium, each drink counts as twice as many drinks (requiring twice as many saving throws for each full drink drunk). For each size category above Medium, each drink counts as half as many drinks (requiring twice as many drinks before a saving throw needs to be rolled).
 
'''Size:''' For each size category below Medium, each drink counts as twice as many drinks (requiring twice as many saving throws for each full drink drunk). For each size category above Medium, each drink counts as half as many drinks (requiring twice as many drinks before a saving throw needs to be rolled).
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If you reach drunken value 5+ upon ending the drinking session, you will be [[sickened]] 2 for 12 hours and [[stupefied]] 2 for 12 hours + your drunken value. These hours include time that you might be sleeping.
 
If you reach drunken value 5+ upon ending the drinking session, you will be [[sickened]] 2 for 12 hours and [[stupefied]] 2 for 12 hours + your drunken value. These hours include time that you might be sleeping.
  
Also make a Fortitude save at a DC of what you were drinking (if mixing drinks, they take the highest DC and add 2 for each additional alcohol source). On a success, reduce the number of hours you are sickened and stupefied by the degree of success.
+
Also make a Fortitude save at a DC of 10 + the DC of what you were drinking (if mixing drinks, take the highest DC and add 2 for each additional alcohol source). On a success, reduce the number of hours you are sickened and stupefied by the degree of success.

Latest revision as of 15:14, 28 May 2021

Main > Downtime > Drinking

List of Drinks and DCs

Drinks

Each time you drink an alcoholic beverage roll a Fortitude saving throw with a DC based on the drink. For each drink after the first you receive a -2 penalty to the check.

  • If you fail the check, your drunken value increases by 1.
  • If you fail the check by 10 or less, your drunken value increases by 2.
  • If you fail the check by more than 10, your drunken value increases by 4.

Size: For each size category below Medium, each drink counts as twice as many drinks (requiring twice as many saving throws for each full drink drunk). For each size category above Medium, each drink counts as half as many drinks (requiring twice as many drinks before a saving throw needs to be rolled).

Note on Shots: If a setting uses shot glasses, then each shot might only be one ounce, IE less than a drink. In this case multiple shots (usually 5) are needed before a roll is required and between each roll.

Buzzed (Drunken Value 1+)

You receive a bonus on Will saves vs fear, as well as any social or physical checks that might benefit from a looser sense of consequences, equal to your drunken value.

Drunk (Drunken Value 5+)

You gain the clumsy and stupefied conditions with a value equal to your drunken value.

You also get the bonuses from being Buzzed, though bonuses to social checks will usually only apply to other Stage II drunk people.

Blackout (Drunken Value 12+)

You fall unconscious.

Hangover

If you reach drunken value 5+ upon ending the drinking session, you will be sickened 2 for 12 hours and stupefied 2 for 12 hours + your drunken value. These hours include time that you might be sleeping.

Also make a Fortitude save at a DC of 10 + the DC of what you were drinking (if mixing drinks, take the highest DC and add 2 for each additional alcohol source). On a success, reduce the number of hours you are sickened and stupefied by the degree of success.