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- As long as you limit yourself to at most so many drinks as your Fortitude modifier versus poisons, you remain relatively sober. A 'drink' is defined as a pint of beer or ale, a glass of wine, or a shot of spirits. After you exceed your limit, every time you ingest a drink, make a Fortitude save against poison. The DC depends on type of alcohol, given on the table below.
- Drink DC
- Ale 18
- Beer 16
- Wine 18
- Spirits 20
- Each failed Fortitude save inflicts a -2 penalty to attack rolls, Dexterity-, Intelligence- and Wisdom-based skill checks and ability checks, Reflex saves, and further Fortitude saves against drinking alcohol, up to a maximum of -6.
- If you fail four or more Fortitude saves, you're Stinking Drunk. Roll 1d100 on the table below to determine effects of Stinking Drunkenness.
- Roll Effect
- 01-30 "I've only had a few ales, officer": No effect, you can act normally, albeit with the -6 penalties already accrued.
- 31-40 "I feel unusual": Confused, you move at half your normal speed but cannot take standard or full actions.
- 41-50 You're my besht mate": Disoriented, you're vaguely aware of what's going on, and may defend yourself and move at normal pace, but may not engage in activities requiring concentration.
- 51-60 "Are you lookin' at my Halflin'?": Dull-witted, you function normally, but you cannot use the full attack action.
- 61-70 "I'll take all yer on...": Confused but resolute, you're not sure what's going on, and lash out randomly, either verbally if not in combat, or with a weapon (friend or foe, whoever is closest).
- 71-00 "Sleep... now...": You pass out in a pool of your own vomit for 1d10 hours or until someone wakes you.
- The effects of alcohol fade in a number of hours equal to 1d12 - your Fortitude modifier versus poisons (minimum 1 hour). If you're Stinking Drunk, the effects end after 4d4 hours.
- (This is an adaptation of the rules found in the WFRP 2e core book, used without permission.)
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