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Drinking in the Iron Kingdoms

GM Rikers Notes
One of the things that is never covered in any RGP is the aspect If the character fails their check, they are immediately
a lot of players end up doing in game, and out of, is drinking knocked down and become unconscious beginning their
Alcohol and how it would affect their characters. Ive always recovery (See Below; Removing the Effects of Drunk).
assumed it was due to legal purposes to keep things family
friendly and I got sick of wanting and waiting for these types of Regardless if the character passes his check, if the DPs exceed
gaming quirks. their PHY+Bonus they gain the effect Drunk which has the
following effects in addition to any special effects of special
With a setting like Iron Kingdoms and places like Five Fingers, drinks;
which my campaigns are set in, pirates, sailors and adventurers
= lots of drinking. This is truer when factoring in war, fight for Drunk
work and not many ways to de-stress after an adventure. With - 1 to ATTACK Rolls and SKILL checks for each DP over
this in mind I tried to design a balanced drinking rule set and a their tolerance.
fun drinking game you could play in game and out. - 2 to defense.
Drunken Shambling When hit with an attack, roll an
Drinking and Drunken Characters AGL check vs 8+DP Over PHY to stay standing. If failed,
Before drinks are ingested by the player, calculate his tolerance you stumble d3 inches in a direction and are knocked
to the effects of Alcohol. This is, like poison or other ailments, down.
determined by his PHY stat. This total is the amount of Drink Gain Tough (P116 of IK:Core), if the character already
Points the character can take on during an 8 hour period and has Tough, they instead roll with a +1.
not have to worry about passing out or feeling too badly the Social situations determined by the DM, they gain +3 to
effects of the alcohol drank. Some races have bonuses to this social rolls if others around are also in similar states of
Drink Points score. drinking, -3 if the opposite is true.
Liquid Courage Willpower rolls for each DP over
Race Tolerance Bonus tolerance grants and additional reduction in difficulty by
Human (H)None(V)+1(E)+2 that amount.
Iosian (H)None(V)+1(E)+2
Nyss (H)None(V)+1(E)+2 Removing the Effects of Drunk
Gobber (H)- 1(V)None(E)+1 Time is the only remedy to remove the effects of alcohol. In
Dwarf (H)+1(V)+2(E)+3 order to remove the effects of Drunk a character must rest.
Troll and Orgrun (H)+3(V)+4(E)+5 Remove 2 DP points + Racial Tolerance bonus for each two
hours resting for the first 4 hours, after this remove the same
Next determine the alcohol level of the drink. The Game Master amount after each addition 6 hours have passed.
here can determine the potency of the drink or reference the
chart below. If the characters do not sleep it off and rest, they instead
remove 1DP (cannot go below 1) for every three hours from the
point of the last drink consumed.
Drink Special
Drink Cost
Points Effects Until all DPs are removed the character will continue to feel
Beer, Pint IK:Core 2 None the effect of the drink giving -1 to all SKILL related checks
Beer,Bottle IK:Core 1 None (not attacks) and reducing the difficulty of willpower rolls by 1.
Wine,bottle IK:Core 5 None
Wine, glass IK:Core 2 None Special Drinks
Spirits, bottle IK:Core 6 None Black Marsh Ale Brewed in the Blackmarsh by Gobbers,
Spirits, shot IK:Core 2 None this Ale is most favoured amongst the various races of
Longer Immoren because of its potency and special ability to heighten
Black Marsh Pint - 4gc 3
Recovery, your natural abilities (at the cost of one colossal sized
Ale* Keg 250gc (pint)
Gobber Magic?! hangover). It was originally invented by Gobber alchemists as a
Shot 5gc 2 Hallucinations, way for the Gobbers to gain magic abilities and produce
Octocroc Rum*
Bottle 85gc (shot) O.C. Hunger Warlocks amongst their elite, however all it seemed to do was
Quiet get people drunker quicker and enhance everyone elses abilities
Khardic Shot 50gc 4 Whispers, except their own.
Redka* Bottle 850gc (shot) Haunted
DOOM Non-Gobber Characters who drink Black Marsh ale gain;
Black Marsh Ale Effects
After the character consumes the drink, compare his drink Longer Recover - Triple recovery time for DP removal,
points total to their PHY+Bonus. If the total is less than or equal even if other drinks are consumed, 1 sip of this stuff will
to the PHY+Bonus, nothing bad happens and they can continue do it. During this time the character is a -2 for SKILL
to drink on as normal. When a character consumes a drink and checks instead of the usual -1.
gains any amount of DP, they get -1 to SKILL related checks (not Gobber Magic?! Increase ARC by 1 while not in the
attacks) and reduce willpower roll difficulty by 1. This only effects of Drunk.
applies until the character is drunk.
Spell Gobalee The character can shoot sparks from
If the DP total is greater than their PHY+Bonus, roll difficulty their fingertips blinding their opponent. (-2 MAT and DEF,
check vs their DP total using the characters PHY-DPs over PHY. cannot run or charge, cannot make ranged or magical
Example) Captain Rikers PHYs stat is 7 and hes consumed 3 attacks and must give up movement or action during their
Pints of beer and a shot of Octocroc Rum giving him a DP total of turn)
8; To stay in his drinking game with the troll, he rolls 2D6+7-
1(for his DP over his PHY+Bonus)+0 for racial bonus VS 8(his COST:1, RNG: 2, OFF: No, AOE:No
DP total). He rolls, gets 6+7-1+0=12, he stays standing but is now
starts to feel the effects of Drunk for being over his PHY in DP.
Drinking in the Iron Kingdoms

Drink Up
Octocroc Rum One of the newest loves of those on the seas of The large brutish troll flipped the card atop the shot glass
Caen, Octocroc rum has stormed its way into every pirates belly on revealing an Ace of Spades. He smiled and gave a loud, short
more than a few occasions. Its taste differs from drinker to drinker chuckle as Riker swatted his 5 of hearts off his last shot and
based on their current desires making it a unique brand and hard downed the tasting drink.
classify. However its signature quirk is what makes it famous, Y-ye Riker struggled to finish his words as he gave over his
when you are drunk on the stuff, you may see the Golden pile of gold crowns to the troll.Ye cood haf jistwalked away
Octocroc.. Rikerbit ere we beeeeeee his words trailed off as Riker
slumped down in his seat into the quiet of sleep, the drink
Characters who drink Octocroc Rum gain; finally took hold. After six long rounds of Cannon Fodder even
Octocroc Rum Effects the trollkin Stonewall was feeling the effects from the house
Hallucinations When the character reaches Drunk brewed moonshine.
state, they begin to see things not present. GM can Good game Capn, Ill see ya here in a few weeks he placed
determine what they see and its effects, but its Rikers hat on his face, a few coin back in the Captains jacket
typically people turning undead, creatures not there, and went back to his duties guarding the door of the Leaky Tap.
and sometimes the Golden Octocroc which when seen
will help detection rolls by not reducing the players Drinking Game Cannon Fodder
detection SKILL while drunk. Social situation are
Although a recent tavern game in the Iron Kingdoms, no one
harder to get through for the player due to these
truly knows where it was invented or by who, but everyone
visions, GM can determine how hard or if its effecting
does know it was a bunch of a sloshed pirates who first played
them.
it. Its not unusual for fights to break out during games over
claims that their father or grandfather was at the original first
Octocroc Hunger Players will find the sight of blood, game and the others were not. Although variants have popped
uncooked meat and wounds, oddly enticing. They will up all over Western Immoren, the core game remains the
have a slight urge to eat whatever is bleeding. Players same; Line up your shots, place your bet and fire.
can remove this by eating some rare steaks or drinking
meat juices a few times a day until all DP has been Cannon Fodder is a game of gambling, chance and mostly pure
removed. Otherwise they may lash out at characters. tolerance to the drink. Because of this, usually certain races
Willpower Roll vs 10 can be rolled, determined by GM, avoid playing the other as a gobber facing off against a trollkin
when other characters are wounded and it looks tasty to will need to get extremely lucky and hope the trollkin has a
the player. lower than normal tolerance and really bad cards.

Khardic Redka An accidental discovery by Smugglers of the GM Riker Note: You can play a shorter version of this instead
Khadorian Empire hiding artifacts from the Order of of actually playing through the entire game round after round.
Illumination, Redka is made by taking the purest of Khador This will be detailed later.
Vodka and storing a Doom Reaver Blade within its contents for
two weeks. Because of the brewing process its banned and illegal Object of the Game
in all kingdoms. Those who do seek it can find it but, pay the price The object of Cannon Fodder is to be last one sitting at the
both in coin and mental stability. Drinking this alcohol is said to table conscious or able to drink. Vomiting, passing out or
curse you for life, hearing whispers and voices not there, rumour quitting the table means you lose.
has it drinking too much of it turns you into a doom reaver to be
called to battle for the red empire. Although this has never been Needed to Play
proven there have been cases of insanity from over drinking. - 2-5 Players (although usually its a 1 on 1 game)
- 5 drinks per player
Characters who drink Khardic Redka gain; - A deck of cards
Khardic Redka Effects - Lots of coin
Quiet Whispers The player will always hear voices
talking to them in quiet whispers telling lies and Set Up
coaxing the player to kill or see something not there. Each player buys five drinks and places them in the center of
The more they drink the louder the voices get. This the table. These are usually shots or pints of something; this
make its so the player cannot sleep more than 3 hours can be a mixed assortment.
per 24 hours period. This also means they cannot
recover from wounds and the drink as fast as others. It Shuffle the deck of cards and give 1 to each player. The highest
takes 60 days to remove the effects on the character card picks 1 drink and put it in front of him. The next highest
suffering from Quiet Whispers. Although not able to does this until everyone has their first drink in front of them.
hear, the voices remain and other things may trigger Repeat this card draw and drink selection process until
their speaking up or getting louder. (GM determined). everyone has five drinks. Each of these drinks are players
Doom reaver characters are not affected by this. cannons.

Haunted DOOM Drink a bottle in 1 sitting and the Everyone, before cards are dealt, can name the terms
character will be driven insane. They will become meaning placing an agreed bet into pot to be earned by the
unplayable, unless the GM allows him to continue, person who is still conscious, not vomiting and at the table at
doing willpower rolls for every action at difficulty 16. the end of the game. This pot can grow as the game progresses
The character will give in to all the whispers after each round and remains until the victor is determined.
instructions, yell his words and say his thoughts out
loud. Doom reaver characters are not affected by this. Reshuffle the cards and deal 7 cards to each player. These are
the players available gunners. Starting with the person who
chose their first drink first, places a card faces down from their
hand on top of one of the drinks. Continue this until each drink
has a card on the top of it and each player is left with 2 cards
in their hand. The two cards left are the officer orders cards.
Drinking in the Iron Kingdoms

Quick Play
How to Play Sometimes you just dont want to play out the whole game and
Players take turns going back and forth firing their cannons this is understandable due to limited play time. If you wish to
trying to destroy the other persons cannons forcing them to drink run quick rounds in game using the persons GAMBLING skill,
until they pass out, vomit or leave the game. follow the instructions below;
Starting with the person who placed their card first on their first 1. Pay for drinks
drink, they choose a drink with which to shoot with and their 2. Roll contested 2d6+Gambling to determine who gets their 5
target drink of an opponent. They may also place one of their drinks first. (tie re-roll)
officer order cards face down behind their cannon. This must be 3. Place Terms Bet
done by the attacker before his attack is made. The defender may 4. Players shot pot bet
do the same after the attacker has placed his. 5. Each Character/NPC rolls 2d6+Gambling any DP over
their tolerance.
Each player then places a bet into the shot pot starting with the 6. Win = Take shot pot, Tie/Lose = Drink, Tie=Bet goes into
attacker. This continues back and forth until both are satisfied. terms pot.
7. If lost/drank, roll for any drunken state if applicable.
Once both players have finished their bets, flip over the cards 8. Repeat 4-8 until the round is over (a person has lost all their
and compare the gunner skill, Aces being Highest at 14 gunner drinks) or a game winner determined.
skill, and the type to the chart below.

Suits Special
GM Riker Final Notes/Disclaimer
This is not an official privateer document and I am not
Hearts When Attacker +1 to Gunner
associated with them. I enjoy the game and enjoy writing
Diamonds Vs Black +1 to gunner content for the game. If you spread this document around, let
Spades Vs Red + 1 to gunner others know where you got it. If you wish to contact me about
Clubs When Defender +1 to Gunner adventure ideas or something you thought would be a cool
content, I can be reached at;
Whichever player has the higher total wins and takes the shot Rikers.Iron@Gmail.com
pot. Ties mean both players lose and follower the loser Twitter - @RikersIron
instructions and the shot pot is place into the terms pot. Tumblr - http://rikersiron.tumblr.com/

The loser discards his gunner card and used officer orders card
and drinks the drink they used to attack/defend with. (Requiring
the character to check for all the usual Drinking rules provided
above)

The winners gunner card is flipped back over face down and if
the officer card was used, it is discarded.

It is now the second players turn (clockwise to the starting player


if more than 1 opponent) to attack and repeat the above process
and so on to the third player if there is more than 2. Repeat this
until one player has zero cannons left at the start of his turn, this
will end the round.

Each player then buys drinks again equal to the amount it would
take to reload their own empty cannons. All Gunner cards in play
remain in play and any unused officer cards are kept as well.

New terms are added to the terms pot and the cards are shuffled
and dealt starting with the person who had the lost all their
cannons that round. Each player is dealt enough cards to re-man
their guns plus enough for the player to have 2 order cards.

The new round begins with the loser of last round, and the above
repeats.

Once a player vomits, passes out or backs out of the game, the
last person remaining gets the Terms pot.

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