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  1. 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.
  2. Drink DC
  3. Ale 18
  4. Beer 16
  5. Wine 18
  6. Spirits 20
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  10. 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.
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  12. If you fail four or more Fortitude saves, you're Stinking Drunk. Roll 1d100 on the table below to determine effects of Stinking Drunkenness.
  13. Roll Effect
  14. 01-30 "I've only had a few ales, officer": No effect, you can act normally, albeit with the -6 penalties already accrued.
  15. 31-40 "I feel unusual": Confused, you move at half your normal speed but cannot take standard or full actions.
  16. 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.
  17. 51-60 "Are you lookin' at my Halflin'?": Dull-witted, you function normally, but you cannot use the full attack action.
  18. 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).
  19. 71-00 "Sleep... now...": You pass out in a pool of your own vomit for 1d10 hours or until someone wakes you.
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  23. 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.
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  25. (This is an adaptation of the rules found in the WFRP 2e core book, used without permission.)
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