Custom Conditions

## **Intoxicated**

According to the rules-as-written, a drunk character is simply Poisoned. Instead, we will use these rules. Note that any ability that grants a bonus to resist poisons STILL apply to resisting drugs and alcohol.

An intoxicated creature has started to lose control over their ability to handle mental and social tasks, or fight in battle. An intoxicated creature has penalties per level of intoxication, be it from alcohol or drugs. Intoxication is measured in 6 levels, and each level includes the previous penalties.

* **Level 1 (Tipsy) -** CHA skills are harder to use; -1 penalty to all CHA-related skills.
* **Level 2 (Out of It) -** CHA and INT skills are harder to use; additional -1 penalty to all CHA skills, -2 to INT related skills. -1 penalty to attack rolls and Perception checks. -1 penalty to resist Intoxication.
* **Level 3 (Drunk) -** Motor-skill impaired; speed reduced by 5-feet and -2 penalty to DEX-related skills and additional -4 penalty to attack rolls and Perception checks. -1 penalty to resist Intoxication.
* **Level 4 (Very Drunk) -** Hard to stand; Speed reduced by additional 5-feet, cannot charge or run, and take a -4 penalty to all skill checks. You are always considered Flat-Footed. -1 penalty to resist Intoxication.
* **Level 5 (Blackout Drunk) -** Cannot move more than 10 feet per round without making an Acrobatics check to resist falling prone. Additional -2 penalty to attack rolls and Perception checks. -1 penalty to resist intoxication.
* **Level 6 (Lights Out) -** Unconscious

#### *Tolerance*

Some characters can "hold their liquor" better than others. Every intoxicant has a "Rating" that specifies how potent it is per "dose". This rating affects how often characters need to roll to resist its effects. A character can imbibe a number of intoxicants with a combined rating equal to their CON modifier without making a check.

*For example, Sleezy (+3 Con modifier) and Helena (+1 Con modifier) are having drinks at a tavern then ight before they leave for their next adventure. They decide to have ale, which has a Potency of 1. Sleezy can drink three ales without making a check, but Helena can only have one before she is forced to start making checks.*

*Alternatively, if they decided to have two ale (Potency 1) and then a whiskey (Potency 2), for a Total Potency of 4. Sleezy would need to start making checks by the third drink, but Helena would have to start rolling at her second.*

#### *Making an Intoxication Check*

Characters make an Intoxication check after they imbibe enough Intoxicant to overcome their tolerance. The DC to resist Intoxication is a Constitution check with a DC equal to 10 + the potency of the intoxicant (with a cumulative +2 to the DC for each additional drink). When mixing intoxicants, the DC is based on the most potent intoxicant imbibed.

*For example, let's go back to Sleezy and Helena. They had two ales (Potency 1), two whiskies (Potency 2), and one cider (Potency 1).*

* ***Drink 1: Ale #1 -** Neither character makes a check.*
* ***Drink 2: Ale #2 -*** *Sleezy does not have to make a check. Helena makes a DC 11 CON check (Ale has Potency 1, so the DC equals 10 + 1).*
* ***Drink 3: Whiskey #1 -*** *Sleezy's tolerance is 3, and Whiskey brings the potency up to 4, so he must now make a DC 12 CON check (Whiskey has a Potency 2, so 10 + 2). Meanwhile Helena makes a DC 14 check (Potency 2 and it's the second drink she had, so +2).*
* ***Drink 4: Whiskey #2 -*** *Sleezy makes a DC 14 CON check (Potency 2 and +2 for additional drinks) and Helena makes a DC 16 CON check (Potency 2 and +4 for being her fourth drink).*
* ***Drink 5: Cider -*** *Sleezy makes a DC 15 CON check (Potency 1 and +4 for additional drinks) and Helena makes a DC 17 CON check (Potency 1 and +6 for being her fifth drink).*

Failing a check by 5 or more means that you are one additional level of Intoxicated. Failing by 10 or more means that you suffer two additional levels. Failing by 15 or more means that you are three additional levels. A critical failure means that you automatically sick and/or unconscious.

### **Sample Alcohol Potency**

* **Absinthe -** Potency 3
* **Ale -** Potency 1
* **Ale, Stout -** Potency 2
* **Ale, Dwarven -** Potency 3
* **Bourbon -** Potency 2
* **Cider -** Potency 1
* **Cider, Applejack -** Potency 2
* **Dragonsbreath Beer -** Potency 3
* **Elverquisst -** Potency 1
* **Firewine -** Potency 3
* **Grog -** Potency 1
* **Liquor, Weak -** Potency 2
* **Liquor, Strong -** Potency 3
* **Wine, Watered Down -** Potency 1
* **Wine, Common -** Potency 2
* **Wine, Champagne -** Potency 1
* **Wine, Fortified -** Potency 3
* **Zzar -** Potency 2

### **Sample Narcotic Potency**

* **Baccaran -** Potency 4
* **Cannibas -** Potency 2-3
* **Coca Leaf -** Potency 2
* **Inebriating Mint -** Potency 2
* **Opium -** Potency 4
* **Tobacco -** Potency 0

## **Miserable**

Some situations and events may cause an adventurer to become sullen and withdrawn; they must should growing burdens of grief, doubt, weariness, and self-interests. This can represent the crushing power certain spells and effects that cause despair (such as the *Crushing Despair* spell). When a character becomes Miserable, they suffer the following:

* -2 penalty to attack rolls.
* -4 penalty to all CHA checks.