Drinking and Intoxication cont. transcribed by Master Archivist

Here we present very detailed rules for drinking and intoxication adapted from GURPS by Steve Jackson. These rules shouldn't be used every time a character wants to have a drink. However, if alcoholic intake is an intrinsic part of the roleplay experience. One of my PCs had a serious problem with alcohol and these rules added an extra dimension to the action. Like how drunk or hung over he was the next day, when it was time to enter that kaer full of undead.

 

Alcohol Content Table

Beverage Name and/or Type Percentage Alcohol Rating (per oz.)
Green Bark Stout ( ale, dark) 8-9% 2
Mudroot Fizz (ale, light) 2% 1
Dark Moor's Standard (ale, normal) 4% 1
Brandy 20-25% 4-5
Throalic Everclear (pure alcohol) 95% 19
Gin 40-50% 8-10
Hurlg (moonshine) 60-85% 12-17
Most Liquers 20-25% 4-5
Dwarven rum 40-50% 8-10
Schnapps 30-40% 6-8
Vivane's Misty Rains (sherry) 20% 4
Ustrect Light Brew (tequila) 40-50% 8-10
A Capt. Chogall (vodka) 40-60% 8-12
Ole Ennis #1 (whisky) 45-60% 9-12
Wine, cheap 10% 2
Wine, fortified 25% 5
Wine, port 12-15% 4
Frampton's Cafe (wine, table) 12-15% 2-3

The above table is a listing of some common types of drinks and their typical alcohol percentages. Conveniently, most alcoholic drinks contain approximately the same amount of alcohol (one 12-oz ale = one 4-oz glass of wine = one 4-oz mixed drink = one 2-oz shot = 1 ounce of pure alcohol).

 

Tolerance

Each character has a Tolerance for alcohol, equal to twice his Toughness attribute. Certain factors may also apply to modify this number:

Dwarves and Windlings
These namegivers automatically have a -5 to their Tolerance.
Orks, Trolls, Obsidimen*
Apply a modifier of +8 to Tolerance.
Fat/Overweight
A character who is slightly overweight gains a +5 to his Tolerance, or +10 for serious obesity.
Skinny
A skinny character gets a -3 to his Tolerance.

*Obsidimen usually do not partake of alcoholic beverages, they prefer fresh water or fruit and vegetable juices.

Each time a drinker's total intake reaches a multiple of his Tolerance, he rolls 1d6 and divide the roll by 2, rounding up, to produce a result between 1 and 3. This roll determines the drinker's current position on the Intoxication Table (below). For every roll beyond the first, apply a cumulative +1 per roll; i.e., add +1 to the result of the second roll, +2 to the result of the third roll, and so on . . .

Example: Valien Wyrnn has a Toughness of 10 and a normal metabolism for an elf, so his Tolerance is 2 x 10, or 20. Suppose he drank those two 12-ounce Greenbark Stouts'. After the first one, he would make an unmodified Intoxication Roll (because it's his first roll). The second beer would make his total consumption 48, which is another multiple of his Tolerance, so he'd roll again--this time at +1. His next roll, if he continues to drink, would be at +2, his fourth roll at +3, and so on.

As long as one continues to drink, one's Intoxication level can only go up, never down. In our example, say that Valien rolled a 3 on his first roll: "Cheerful/Mellow." His second roll is a 1, with +1 for being the second roll, giving a 2. This is a result in the "Not intoxicated" range, but he does not sober up--he remains at Level 3. If his third roll is a 3, with a +2 now, giving a 5, his Intoxication Level will rise to "Boisterous."

It is possible to skip levels on the table below, going (for instance) directly from Level 5 to level 7. If you skip a step, ignore its special effects--for instance, if you skip 9, you're less likely to vomit. ;-)

Earthdawn is a Registered Trademark of FASA Corporation. Original Earthdawn material Copyright 1994 by FASA Corporation. All Rights Reserved. Used without permission. Any use of FASA Corporation's copyrighted material or trademarks in this file should not be viewed as a challenge to those copyrights or trademarks.Except where otherwise noted, all other original material is Copyright 1997-99 by L.A. Pride, Bill Hayden, Josh Young, and Chris Brumley.

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