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Success Table
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Failure Table
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D100
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RESULT
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D100
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RESULT
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Critical (01)
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Berserk rage. *
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Critical (00)
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Instant death.
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02-10
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Attack fury, +10 to primary weapon attack %, -5 to primary weapon/shield parry %. Effect lasts for 1 hour.
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99 – 80
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Too sick to fight, all rolls at ½ normal %.
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11-18
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Thick skin, +3 to AP in all areas, -2 to MR. Effect lasts for 1 hour.
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79 – 70
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Real sick, vomit over self. Take 1d4 points damage per area vomited on (missile hit location table), vomit 1d6 times.
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19-27
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Feel great but still drunk, +5 to global HP, -5% to dodge. HP bonus stays, Effect to dodge wears off in 2 hours.
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69 - 60
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Dodgy aphrodisiac, really attracted to nearest orc (or human if drinker is orc).
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28 – 40
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Alert, +10 to current fatigue. Will sleep for 5 hours once effects wear off (1d4 hours)
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59 – 45
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Poisoned, loose 1d8 global hit points.
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41 – 55
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Projectile vomit, enemies within melee range must dodge or take 1d4 damage from acid vomit. Unable to use weapons while vomiting. Will vomit 1d6 times.
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44-35
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Feet will not respond to commands, imbiber can only move by shuffling around on knees and must fight from that position (use standard rules for fighting from the gound).
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56 – 70
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Clever tongue, able to throw the best insults and demoralise opponents. (Use current fast talk +35%) Demoralised foes will only attack once every second round – effects not cumulative. A fumbled demoralise roll will demoralise the imbibers comrades. Brews effects last 1 hour.
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34 – 25
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Unbearably weak, loose 1d12 fatigue points and STR halved. Check STR limits to weapon use. Effect wears off in 1 hour.
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71 – 85
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Animal instincts, weapon attacks are forgotten. Attack with fists, feet, head and claws and teeth. All natural attacks at +20%. No shield or weapon parry. Effects last 1 hour.
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24 – 20
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Vision blurred, cannot see to attack or parry properly. All attack/parry rolls at – 10 and 50% chance of attacking comrades.
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86 – 90
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Fast man, brew lends super speed. Moves at twice normal MR and attacks at twice normal attack %. Damage is halved. (Divide damage by 2). Effects last ½ hour.
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19 – 15
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Clumsy, continually drop items of equipment/trip over own feet.
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91 – 95
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Blind rage, lash out blindly at friend or foe. Double his primary weapon attack and double normal damage.
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14 - 10
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Battle master, imbiber thinks he/she is the greatest warrior ever. Will insult comrades and try to direct the battle. Good chance of being stuck in the back by an offended comrade.
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96 – 99
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Strong man, become super strong. All damage is doubled, but actions slowed. Attack, move and parry at ½ normal rate.
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09 - 05
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Endo parasite, something was living in the mug you just quaffed. This parasite will slowly whittle away at its victims health, eating him from inside. Loose 2 global HP immediately and 1 per day thereafter. Also loose 1 point of CON per week or part thereof until victim dies or parasite removed.
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00
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Uncontrollable drunkenness, this confused state will have the imbiber stumbling around in battle. All rolls to be made at ¼ normal %. A hit, which draws blood, will shake the imbiber from his stupor. Re roll on table if this happens.
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04 - 02
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Sleepy, must resist CON vs. Brews POT every turn or fall into a deep sleep for 1d6 hours.
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01
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Battle lust, all attacks at +20 no parry allowed. Drinker will be stuck in a battle rage and will attack anything moving, friend or foe until effect wears off (1 hour) or he is subdued and calmed down by his comrades (Rolled in snow, water thrown over him etc).
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