EP Contest: Design Rules for Drinking/Intoxication

Moderator: Augur

Which Ruleset is best?

Poll ended at Wed Sep 09, 2020 6:06 pm

Jezebel's Rules
4
80%
Sum of All Fears' Rules
0
No votes
Selenidaria's Rules
1
20%
 
Total votes : 5

EP Contest: Design Rules for Drinking/Intoxication

Postby Augur » Wed Aug 19, 2020 1:41 pm

We're long overdue for comprehensive drinking/intoxication rules! :drunken: :drunken: :drunken:

Because what exists in New West aren't even "RULES," and they suck.

Guidelines
  • Only one submission is allowed per player.
    Grammar and spelling are important to create a quality submission, so you need to seriously proofread your work!
  • No images in your submission!
  • Submission must address the following:
    • Saving Throw applicability
    • Penalties/Modifiers/Degrees of intoxication
    • Specialty cases

YOU ARE ONLY AUTHORIZED TO VOTE ONCE PER PLAYER! IF YOU VOTE USING MULTIPLE ACCOUNTS, YOUR VOTES WILL BE STRUCK FROM THE RECORD, AND YOUR ACCOUNTS WILL BE BARRED FROM THIS FORUM.

Explanatory Notes:
Augur will validate/invalidate each submission at this time based exclusively on the quality of the writing, add a poll to the contest, and the EU community will vote for their favorite submission. (Time to bribe your fellow players!)

The contest ends a week after the third submission is posted, and the poll will be concluded a week later.

Prizes
1st Place: Rules will be adopted for use site-wide. +5 EP
2nd Place: +3 EP
3rd Place: +1 EP
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Re: EP Contest: Design Rules for Drinking/Intoxication

Postby Jezebel » Thu Aug 20, 2020 5:45 am

Rules for Drinking/Intoxication

Rules:
Save vs Non-Lethal Toxins per each "drink" consumed (include P.E. bonus if applicable).
Each failed save within an hour incurs a -1 penalty to the next saving throw
  • Drink: a 2 oz. "shot" of hard liquor or a 12 oz glass of beer, wine, etc.

Modifiers from Intoxication
  • 1st failed save: -5% to skills, +1 to initiative, +2 vs. Horror Factor, +5% vs. social skills/abilities, +1 to roll w/impact
  • 2nd failed save: -10% to skills, +3 to roll w/impact, -2 to initiative & all other combat bonuses for 1 hour
  • 3rd failed save: -15% to skills, -1 APM, -4 to initiative & all combat bonuses, -10% to Spd. for 1 hour
  • 4th failed save: -20% to skills, -1 APM, -6 to initiative & all combat bonuses, -20% to Spd. for 1 hour
  • 5th failed save: -25% to skills, -2 APM, -8 to initiative & all combat bonuses, -30% to Spd. for 1 hour
  • 6th failed save: -30% to skills, -3 APM, -10 to initiative & all combat bonuses, -50% to Spd. for 1 hour
  • 7th failed save: -50% to skills, -4 APM, -12 to initiative & all combat bonuses, -75% to Spd. & must make Sense of Balance check every 20' traversed or else fall for 1 hour
  • 8th failed save: fall unconscious within 1D4 minutes; Save vs Lethal Toxins; alcohol poisoning or other effects at GM discretion

Specialty Cases
  • Characters with low P.E. attributes (less than 3D6) or races described as having weak constitutions (Changelings) must consume half as much as a normal being to be similarly affected.
  • Characters with Extraordinary P.E., natural M.D.C. beings, highly increased healing rates, Juicer & M.O.M. augmentation, the "Tolerance to Alcohol" Special Ability, Dwarves, Alcoholics, and similar (minor) edge cases (GM discretion) must consume twice as much as a normal being to be similarly affected.
  • Supernatural P.E./Supernatural Creatures must consume three times as much as a normal being to be similarly affected.
  • Creatures of Magic must consume four times as much as a normal being to be similarly affected.
  • Special Concoctions (like "Slam" p.100, MercTown) can be created (brewery or chemistry), or purchased which are much stronger than normal alcoholic drinks.
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Re: EP Contest: Design Rules for Drinking/Intoxication

Postby Sum of All Fears » Sun Aug 23, 2020 4:50 pm

Rules for Drinking/Intoxication

Rules:
Save vs Non-Lethal Toxins Against the following list.(Include all applicable bonuses)
  • PE >7 = Roll save for every drink consumed at a cumulative -2 penalty per drink. (Weak Constitutions)
  • PE 8-12 = Roll save for every drink consumed.
  • PE 13-16 = Roll save for every drink consumed after the first 2.
  • PE 17-24 = Roll save for every drink consumed after the first 4.
  • PE 25-30 = Roll Save for every drink consumed after the first 6.
  • PE 31+ = Roll Save for every drink consumed after the first 8.

Each failed save within an hour incurs a cumulative -1 penalty to the next saving throw
  • Drink: a 2 oz. "shot" of hard liquor or a 12 oz glass of beer, wine, etc.

Modifiers from Intoxication
  • 1st failed save: -5% to skills, +1 to initiative, +2 vs. Horror Factor, +5% vs. social skills/abilities, +1 to roll w/impact
  • 2nd failed save: -10% to skills, +3 to roll w/impact,+4 vs. Horror Factor, +10% vs. social skills/abilities, -2 to initiative & all other combat bonuses for 1 hour
  • 3rd failed save: -15% to All skills, -1 APM, +6 vs. Horror Factor, -4 to initiative & all combat bonuses, -10% to Spd. for 1 hour
  • 4th failed save: -20% to skills, -1 APM, +8 vs. Horror Factor, -6 to initiative & all combat bonuses, -20% to Spd. for 1 hour
  • 5th failed save: -25% to skills, -2 APM, +10 vs. Horror Factor, -8 to initiative & all combat bonuses, -30% to Spd., must make Sense of Balance check every 60' traversed or else fall for 1 hour
  • 6th failed save: -30% to skills, -3 APM, +12 vs. Horror Factor, -10 to initiative & all combat bonuses, -50% to Spd., must make Sense of Balance check every 40' traversed or else fall for 1 hour
  • 7th failed save: -50% to skills, -4 APM, +14 vs. Horror Factor, -12 to initiative & all combat bonuses, -75% to Spd. & must make Sense of Balance check every 20' traversed or else fall for 1 hour
  • 8th failed save: fall unconscious within 1D4 minutes; Must roll save vs lethal poisons; alcohol poisoning or other effects at GM discretion

Specialty Cases
  • Characters with, highly increased healing rates, Juicer & M.O.M. augmentation, the "Tolerance to Alcohol" Special Ability, Dwarves, Alcoholics, and similar (minor) edge cases (GM discretion) must consume twice as much as a normal being to be similarly affected.
  • Supernatural P.E./Supernatural Creatures must consume four times as much as a normal being to be similarly affected.
  • Creatures of Magic must consume five times as much as a normal being to be similarly affected.
  • Special Concoctions (like "Slam" p.100, MercTown) can be created (brewery or chemistry), or purchased which are much stronger than normal alcoholic drinks (GM discretion).
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Re: EP Contest: Design Rules for Drinking/Intoxication

Postby Selenidaria » Mon Aug 24, 2020 7:28 pm

Termology
1 serving of alcohol = 1 shot/1 12 oz. beer
1 shot = 1.5 ounces of liquor
1 12 oz. beer typically contains 5% alcohol by volume
1 shot of liquor (typically) contains roughly 40% alcohol by volume
1 shot of 40%/80 proof alcohol increase Blood Alcohol Content for the person by roughly .02

Thus a character drinking a 3 oz shot of 80%/160 proof alcohol is consuming 4 servings of alcohol at once.

Rules
The drinker will need to consume 1 serving of alcohol/50 lbs of weight to be drunk (This is their Intoxication Level)

The character adds 1 to their Inebriation Score for every serving of alcohol they consume.

Roll a Save vs. Non-Lethal Toxin when:
A character drinks a shot of liquor that is 60%/120 proof or high (characters who regularly drink hard liquors don't need to roll unless the liquor is 80%/160 proof)
A character’s Inebriation Score is ½ their Intoxication Level
A character’s Inebriation Score is Equal their Intoxication Level
A character’s Inebriation Score is 2x their Intoxication Level (They are Tipsy on a successful save and Drunk of a failure)
A character’s Inebriation Score is 3x their Intoxication Level (If Tipsy, they become Drunk on a successful save and Staggering Drunk on A failure)
A character’s Inebriation Score is 4x their Intoxication Level (If Drunk, they become Staggering Drunk on a successful save and Black Out Drunk on a failure)

When they fail a saving throw, they will be:
Tipsy after the 1st failed save, take a -5% to all skills and a -1 to all combat rolls and further saves vs. intoxication.
Drunk after the 2nd failed save, take a -10% to all skills and a -2 to all combat rolls and further saves vs. intoxication, and are -1 Attacks/Actions per Melee.
Staggering drunk after the 3rd failed save, take a -20% to all skills and a -4 to all combat rolls and further saves vs. intoxication, and have their Attacks/Actions per Melee halved.
Black-out Drunk after the 4th failed save, take a -40% to all skills and a -8 to all combat rolls and further saves vs. intoxication, have their Attacks/Actions per melee reduced to a quarter, and make a Save vs. Coma 50% for every 30 minutes at this level.
Coma Inducing Intoxication after the 5th failed save, take a -80% to all skills and a -16 to all combat rolls, can only make 1 Attack per Melee, make a Save vs. Coma 25% for every 15 minutes, if unconscious, rolls Save vs. Death 50% once an hour.

Modifiers
Characters that rarely drink at all increase their Intoxication Level by .5.
Characters with significant bionic augmentation (such as limbs) reduce their Intoxication Level by 20% per replaced leg, and 10% per replaced arm. Full Conversion Cyborgs are to be considered as weighing 50 lbs for determining their Intoxication Level.
Characters that regularly drink heavily increase their Intoxication Level by x2 (this includes OCC’s such as the Gunslinger where it is stated in their write up).
Characters who are a race known for heavy drinking or known to be affected by alcohol less (Dwarves, Quick Flex Aliens), increase their Intoxication Level by x2.
Characters with Bio-Comps increase their Intoxication Level by x2.
Characters with M.O.M. implants increase their Intoxication Level by 1.5.

Humans metabolize one serving of alcohol per hour. This means a human character’s Inebriation Score will decrease at a rate of 1/hr.
Characters that are a race that have high metabolism (such as Quick Flex Aliens) increase this by x2.
Characters with Augmented PS increase this by x2.
Characters with Robotic PS increase this by x3.
Characters with Supernatural PS increase this by x4.
Characters with Supernatural PE increase this by x2.
Characters with a healing factor per hour increase this by x2.
Characters with a healing factor per minute increase this by x3.
Characters with a healing factor per melee increase this by x4.
Characters with Super Powers increase this by 10% per minor power (excluding Enhanced Attributes and Healing Factors), and 20% per major power (excluding Super Powers that alter PS and PE and Healing Factors).
Characters who are either Creatures of Magic or Supernatural increase this by x2.
Characters with Bio-Comps increase this by x2.
Characters with M.O.M. implants increase this by 1.5.
Characters who are unconscious increase this by x2

When a character's Inebriation Score is reduced to the level when the last failed a saving throw, their level of drunkenness is reduced by one step.

When a character wakes up after having consumed enough alcohol to get their Inebriation Score to x2 their Intoxication Level or higher, they wake up with a hangover (regardless of if they passed or failed their saving throws the night before). While hungover, they take a -20% to all skills and a -4 to all combat rolls. This lasts for 2 hours if their Inebriation Score was twice their Intoxication Level, 6 hours if their Inebriation Score was triple their Intoxication Level, and 12 hours if their Inebriation Score was four times their Intoxication Level.
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Re: EP Contest: Design Rules for Drinking/Intoxication

Postby Augur » Tue Sep 15, 2020 6:34 am

1st place winner: Jezebel's Rules 80% 80% [ 4 ]: +5 EP
2nd place winner: Selenidaria's Rules 20% 20% [ 1 ]: +3 EP
3rd place winner: Sum of All Fears' Rules 0% 0% [ 0 ]: +1 EP
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