Alcohol in Legend

Darkholme

Mongoose
So I've been attempting to put together rules for alcohol in Legend, because it has come up in my current campaign that players are putting people on alcohol IV drips and other such unusual uses of alcohol.

I'm hoping for some feedback, and I will try to refine what I've got from there. I have the base mechanics for alcohol overall, but I dont have quick tables for different types of alcohol calculated yet.

Let me know what you think.

Thanks guys.

http://basicroleplaying.com/downloads.php?do=file&id=460
 
I've seen rules for alcohol in one of the older MRQ books, but damned if I know which one. Some listings of what elf brews and troll and orc brews do to the human constitution and so on.

Basically, houserule it. Drink impairs INT by -1 and skills by -10% per unit, increases aggressiveness whilst impairing combat ability, and after drinking a number of units equal to one third of your CON you have to start making CON rolls against the number of units consumed to avoid the symptoms of alcohol poisoning - nausea, passing out and so on.

The effects generally last for a number of hours equal to the number of units consumed, starting from the consumption of the last unit, burning off one unit per hour until it has cleared the system. Hangover symptoms include continued nausea, loss of appetite, inability to concentrate, headache (INT and skills stay at the reduced level) and sensitivity to bright light, strong sounds and scents.

I imagine good money would be paid to someone who comes up with a Common Magic or Sorcery spell to alleviate the symptoms of the hangover or to provide temporary measure of immunity to the effects of alcohol; even a "Treat Wounds" variant which purges the alcohol from the system at a rate of one unit per turn, at the end of each turn, without the hangover.
 
alex_greene said:
I imagine good money would be paid to someone who comes up with a Common Magic or Sorcery spell to alleviate the symptoms of the hangover or to provide temporary measure of immunity to the effects of alcohol; even a "Treat Wounds" variant which purges the alcohol from the system at a rate of one unit per turn, at the end of each turn, without the hangover.


I did write up a sobriety spell a while ago....

Sobriety
Instant, Magnitude 1, Ranged
This spell instantly neutralises the intoxicating effects of alcohol, rendering the target stone cold sober. The target of the spell must make a resilience roll or suffer mild nausea for 1d4 rounds due to the abrupt end to their intoxicated state. During the period of nausea, the target suffers a -10% penalty to all actions involving physical coordination or concentration. If the target of this spell does not wish to "sober up", they may attempt to resist it by making an opposed Resilience roll against the caster's Common Magic skill. Note that drunk adventurers may have difficulty casting this spell upon themselves!

Seriously though...we need rules for drinking games :D
 
Sobriety is good if you are drunk, but a "Remove Hangover" spell would be much more "useful". Few people want to give up being drunk, they just want to give up the after-effects.

Maybe something like this:

Cure Hangover
Instant, Magnitude 1, Touch
This spell removes the effects of a hangover. It does not work until the alcholol has been completely removed from the persons body, either through time or the use of a Sobriety spell. The recipient of the spell may resist it by making an opposed Resilience Roll against the caster's Common Magic skill.

The removal of the hangover causes the recipient a moment of extreme giddiness as the effects of the hangover are removed. Some people like the "rush" of the cure almost as much as they do the drinking required to bring on the need for the cure.
 
In case folks have forgotten Signs and Portents 45 had an article on alcohol in MRQ that will translate across to Legend.
 
strega said:
In case folks have forgotten Signs and Portents 45 had an article on alcohol in MRQ that will translate across to Legend.

But...that takes all of the fun out of making stuff up :)
 
Rikki Tikki Traveller said:
Cure Hangover
Instant, Magnitude 1, Touch
This spell removes the effects of a hangover. It does not work until the alcholol has been completely removed from the persons body, either through time or the use of a Sobriety spell. The recipient of the spell may resist it by making an opposed Resilience Roll against the caster's Common Magic skill.

The removal of the hangover causes the recipient a moment of extreme giddiness as the effects of the hangover are removed. Some people like the "rush" of the cure almost as much as they do the drinking required to bring on the need for the cure.

Do you mind if I add this to the spell collection?
 
I've been using Legend's Fatigue Levels to represent Intoxication. Having just read the Signs & Portents 45 article I might go in for using its Intoxication Levels, but the rest of those rules are an unneeded complexity. I'd also extend penalties to all skills, not just those related to DEX and INT.

In drinking contests I pit the opponents Resilience scores in opposed tests.

For curing hangovers we use an Old West cowboy remedy, rabbit dung tea.

EDIT: Which reminds me, there is an old Voodoo cure that requires sticking 13 black pins into the cork of a liquor bottle. For those interested in the magic option.
 
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