Alcohol

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Cards From The Red Draggon Inn

Alcohol

In alcohol cultures, the term alcohol originally refereed to the primary alcohol ethyl alcohol (ethanol), the dominating alcohol in alcoholic beverages. However, since then, other alcohols have been identified, including the secondary alcohol isopropanol, and the tertiary alcohol tert-Amyl alcohol. Nowadays, the term alcohol in this context instead refers to the alcohol as a drug family (chemical class).

Alcoholism

Alcoholism is a broad term for problems with alcohol, and is generally used to mean compulsive and uncontrolled consumption of alcoholic beverages, usually to the detriment of the drinker's health, personal relationships, and social standing. It is medically considered a disease, specifically an addictive illness. In psychiatry several other terms have been used, specifically "alcohol abuse", "alcohol dependence," and "alcohol use disorder" which have slightly different definitions.

Alcohol Table

Alcohol Table
Drinks in a row Will Save If failed will save Effected by Duration Addiction Rating
1st DC:2 Spell: Dazed 1d4 (- Con modifier) hours Negligible
2nd DC:4 spell: Charm person “drinking buddy” 1d4+1 (- Con modifier) hours Low
4th DC:8 spell: Tasha’s hideous laughter 1d4+2 (- Con modifier) hours Low
6th DC:16 spell: Suggestion “in trusted person” 2d4+ (- Con modifier) hours Medium
8th DC:32 spell: Confusion 3d4+ (- Con modifier) hours Medium
10th DC:64 spell: Modify memory “blackout” 4d4+ (- Con modifier) hours High
12th DC:128 spell: Gase/ quest “get another drink” Intel unconsciousness High
14th DC:256 spell: Insanity Permanent Extreme

Drink Size Table

Drink Size Table'
Creature Size 1 drink Weight
Fine 1/16 lb.
Diminutive ⅛ lb.
Tiny ¼ lb.
Small ½ lb.
Medium 1 lb.
Large 2 lb.
Huge 4 lb.
Gargantuan 6 lb.
Colossal 8 lb.


Special

Creatures that are immune to Poison are immune to the effects of alcohol.

A Detect Poison spell will not detect alcohol.

But a Purify Food and Drink spell will remove the alcohol from said drink


For a DRUNKEN MASTER only as defended in the Complete Warrior [1]

1 drink = 1 duration of his Drink Like a Demon (Ex):

DRUNKEN MASTER at 2nd level their Stagger (Ex): ability also means they cannot be Dazed by alcohol


One of a Wu jen’s Taboos are cannot drink alcohol.


Terran Brandy

Terran Brandy:[2] falls into the drug category not the alcohol category. Terran Brandy is a potent alcohol; this magical drink is favored by heartless spellcasters of all types. This green liquid is distilled from the essence of dying fey. Terran Brandy is magical. Its positive effects do not take hold in an antimagic field, but the negative aspects of the drug’s secondary effects and addiction remain. Special: Terran Brandy: falls into the drug category not the alcohol category. Terran Brandy is a potent alcohol; this magical drink is favored by heartless spellcasters of all types. This green liquid is distilled from the essence of dying fey. Terran Brandy is magical. Its positive effects do not take hold in an antimagic field, but the negative aspects of the drug’s secondary effects and addiction remain.

Initial Effect: +2 alchemical bonus to effective caster level for 1d20+20 minutes. Secondary Effect: 2 points of Constitution damage. Side Effects: None. Overdose: If more than one dose is taken in an 8-hour period, the user immediately takes 1 point of Constitution damage. Type: Ingested DC 19, 500 gp, Alchemy DC 30, Addiction Rating Low,


Drug Addiction

Drug Addiction[3] Drug addiction functions much like diseases as described in the Dungeon Master’s Guide. The characteristics of certain forms of addiction are summarized on the table below. Upon initial exposure (any time a character imbibes or applies a drug with an addiction rating), the character must succeed on a Fortitude save or become addicted. Instead of having an incubation period as a disease does, a drug has a satiation period, which is the length of time a single dose remains effective in a character’s system. Addiction, if not satisfied by further doses of the drug, proceeds like a disease—the character takes ability damage each day unless he succeeds on a Fortitude save.

Addictions Table
Rating Fort Save Satiation Period: Damage:
Negligible DC:4 1 day 1d3–2 Dex (can be 0)
Low DC:6 10 days 1d3 Dex
Medium DC:10 5 days 1d4 Dex, 1d4 Wis
High DC:14 1 day 1d6 Dex, 1d6 Wis, 1d6 Con
Extreme DC:25 1day 1d8 Dex, 1d8 Wis, 1d6 Con, 1d6 Str

Addiction Rating: Each drug is rated according to its addictive potential, from lowest (negligible) to highest (extreme). Sometimes, an individual’s long-term addiction raises a drug’s addiction rating for that individual. Drugs with a negligible rating are not subject to this change. Stronger drugs increase their addiction rating by one step for every two full months a character remains addicted to the drug. A character who recovers from an addiction and later becomes addicted again to the same drug does so at the addiction rating the drug had just prior to his earlier recovery. Satiation: Each time a user takes a drug to which he is addicted, he is satiated and staves off withdrawal symptoms for the period of time indicated on the table. Whenever the satiation period expires before the user takes another dose, the DC of the Fortitude save to resist damage (see below) increases by 5. The dose that causes a character to becomes addicted counts for the purpose of tracking the satiation period. Damage: An addicted user who is not satiated takes the indicated amount of ability damage each day unless the character succeeds on a Fortitude saving throw. Recovery: If a character makes two successful saving throws in a row, he has fought off his addiction and recovered, and takes no more damage from withdrawal symptoms. A lesser restoration or restoration spell might negate some or all of the ability damage caused by an addiction, but the next day the victim may take more ability damage if he continues to fail his Fortitude saves. Remove disease immediately causes a user to recover from an addiction, but it does not heal ability damage. Greater restoration or heal causes recovery and restores all ability damage from the addiction.

Society Views on Drinking

Elf

elves are fully aware they are lightweights and are very likely to say “No thank you” when offered a drink. On the very rear occasion when an elf would enjoy a drink it would only be for a ceremonial purpose only.

Elvin whine is always a very fine wine with a vintage of over 100 years.


Dwarf

dwarfs will find almost any excuse to have a drink. Whether celebrating a victory or morning a defeat dwarfs love to drink. Because dwarfs are heavyweights it will take a large amount of alcohol to get a dwarf fully intoxicated.

Dwarven ail taste horrible but has a high alcohol content that a human would consider to be that of 4-5 normal drinks.


Halfling

Galflings do enjoy a good drink but always in moderation. Most halflings pride themselves on there knowledge of, or collection of different types of alcoholic drinks. If a sober halfling finds another drunken halfling he will always try to help his fellow kin to sleep it off and or sober him up. Halflings drinks have such a wide variety of almost every color, taste, tester and type.


Orcs

Orcs drink to get as drunk as possible until they pass out on the floor only to drink more the next day. Orcs do not make their own beer. If a group of orcs have a collection of beer it is most likely to be stolen.


Human

Almost every human has a different view points on drinking. Most lawful humans view getting drink as something only someone uncivilized would do while most chaotic humans view drinking as a way to have fun.