Actions

Drinking

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Ales and wines usually have a fortitude save DC of 10-15, most human spirits a 15-20 dwarven or special spirits would have a 21+.

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 by 10 or less, 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 more than 20, your drunken value increases by 4.

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 9+)

You fall unconscious.

Hangover

If you reach drunken value 5+ upon ending the drinking session, you will be sickened 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.