Effects of Spirits and Grogs

Spirits and Grogs function a little like Poisons but with particular effects. For other drugs and hallucinogenic products, the Game Master can adapt the rules applied to Spirits and Grogs.

In the case of Grogs, one applies simply both the rules for Spirits – because Grog has generally, if not always, an alcoholic basis - and those for the Poisons – the Game Master determines the parameters in function of the situation, given that each bar has its own special Grog, without mentioning all the variety of the most famous cocktails of the Known World… (The alcoholic and poisonous parameters of Grog are different from each other.)

Alcohol effects almost like a Poison, that is some d20 Rolls are required in Opposition to the Virulence of the Alcohol versus « Constitution + Parched Throat » or « Constitution + KGB » for the Grogs. The difference with another type of Poison (but the similarity to other drugs) is that one generally asks for more! The Virulence of Alcohol increases with consumption and diminishes with the time elapsed without drinking, possibly somewhat shortened by a little exercice or fresh air… while one still can.

The Game Master determines the Virulence of each Alcohol. That of a good beer is of 2 or 3 a pint, that of a shot of the strongest wormwood spirits can reach up to 6; as for Grog, the « Classicals », based on a big glass of rum (and of kerozene), are found around 4 or 5 but some bars prepared them stronger… The « Damage » applies once per dosis corresponding to the Virulence – thus once per pint for beer, once per big glass of rum, etc. Each Spirit has its basic « Damage » Level: « I see two of them, I tell you! » for beer, Anything can happen… for rum and absinth, etc.

To determine the taken « Damage », simply check the Damage table of Poisons and modify the Damage Levels as follows:

Poisons
Damage
« Just
Fine! »
« Ouch,
as if… »
« See the Stars?! » « … »
[blamm !]
Alcohol
« Damage »
Cheered up / Talkative « I see two of them, I tell you! » Anything can happen… Dead Drunk

How to interprete / role-play that « Damage » : one uses the usual Health Level Bar as if it were usual Damages. Hence, if the Character is already wounded, he will be less resistant to the Effects of Alcohol. Conversely, if she fights under the influence of Alcohol, upon the Mali for her Actions, she'll have a particularly reduced resistance and risks to badly hurt herself… However, one should no check the Skulls of the Bar in the same way as for usual Damage because the « Damage » of Alcohol heals differently. Upon that, one usually does not die of the « Damage » of Alcohol alone (Though… It happens…).

Follows the list of the Effects for each « Damage » Level due to Alcohol (the role-play of the Character should also be adapted in function of that):

  • Cheered up / Talkative: as soon as one Skull of that category of the Health Bar is checked, due to Alcohol, the Player applies a Malus of 1 to all of the actions of her Character;
  • « I see two of them, I tell you! »: as soon as one Skull of that category of the Health Bar is checked, due to Alcohol, the Player applies a Malus of 3 to all of the actions of her Character;
  • Anything can happen…: idem, but the Malus becomes 5 ;
  • Dead Drunk: as soon as one Skull (generally « the ») Skull of that category of the Health Bar is checked, due to Alcohol, the Character collapse drunk dead. It may be necessary to pay attention to his posture or he may need first aid to avoid vomitting in that state for instance; it is no fun for him, it might even be dangerous!

Those Mali do not cumulate, one simply always applies the biggest attained.

Not to be forgotten, the Virulences adds up as glasses and bottles are successively emptieds. Changing the type of Alcohol in the course of the party automatically additionally increasses the cumulated Virulence by 1: you were already told a thousand times that doing so is very dangerous!!

Sleeping it off / Recovering

The recovery happens at a decrease of one point of Virulence per hour. Thus attention if you get heavily smashed… The Effects last a good deal and one starts the next booze at the Virulence Level where one currently is, which is not necessariy zero! It is up to the Game Master to decide if the hangover time can be shortened or stretched in function of the methods employed by the Characters to manage it…

During the recovery, the « Damage » of Alcohol dissipate quicker or slower in function of the Constitution (CST) of the Character. The following table indicates the recovery pace for Skulls check because of Alcohol in the different categories in hours:

Alcohol
« Damage »
Cheered up /
Talkative
« I see two of them,
I tell you! »
Anything
can happen…
Dead Drunk
Recovery
(h / Skull)
5 / CST 10 / CST 20 / CST 40 / CST

The computation is rounded to the closest integer value. The Mali linked to a « Damage » Level disappear only when all checked Skulls due to Alcohol in the category have been recovered.

Hence, it is possible that a Character recovers completely from the previous booze while the Virulence of Alcohol is not yet back to zero (and conversely). Those parameters are partly independant of each other.

Example : Berthomeu is fed up of his Pirate monotonous life. In the first harbour, he seeks the first bar with a single idea in mind, getting smashed for good!
He starts with a generous pint of strong beer, Virulence 3, and even he empties two of them at once. Thus the Player of Berthomeu must already roll the d20 two times in Opposition at Difficulty 3, then 6. Berthomeu's « Consitution + Parched Throat » + 10 = 7 + 4 + 10 = 21: the poor boy is not an enormous drinker, just slightly over average… To succeed he must thus roll the d20 under 18 and 15 respectively. He obtains 6 and 17, hence a Normal Success and a Normal Failure. He takes thus Cheered up / Talkative and « I see two of them, I tell you! ». His Player checks the corresponding Skulls and note that Berthomeu now has a Malus of 3 for all his Actions…
He carries then on, after a great show of his cheered mood, after one hour, with a big glass of rum: the change of Alcohol increases the cumulated Virulence by 1, which is exactly compensated by the hour during which he did not drink anything. He thus cumulates the Virulence of 4 of the rum with the Virulence 6 he already accumulated, hence now 10. The Roll of d20 must be under 11… and he gets a 10! He takes thus again « I see two of them, I tell you! ». His Mali do not evolve but he checks a second Skull in this category.
Firmly determined, he orders immediately a « Grog of the House ». We will not focus on the poisonous effects of the Grog in this example but one should no forget them… He drinks it almost straight… Virulence 5 and change of Alcohol +1, the cumulated Virulence reaches 16. He needs to roll 5 maximum or everything is lost! And he gets a… 20!! Critical Failure: he takes Dead Drunk and collapse in the bar…
At the closure, five hours later, his cumulated alcoholic Virulence is still at 11. He can recover the Skulls of the first two categories at a rate of one per hour, hence he already got them back. Nevertheless, to recover the Skull of the last category he needs six hours… The bouncer throws his in the street without taking any care of him. Another one hour is necessary to recover the Skull of that category. If nothing wrong happens, he will regain consciousness and will have no more Malus for his actions – well… Not considering the poisonous effects of the Grog and the risks of lying inert in the narrow alleys of any harbour of the world at dawn…