Warhammer Fantasy Roleplay

Chapter V: Equipment

T he e ffeCTs of a lCohol Whenever you start drinking undiluted alcohol, you run the risk of becoming drunk. If you limit yourself to a number of alcoholic beverages equal to your Toughness Bonus, you remain relatively sober. For each additional drink quaffed, however, you must make a Consume Alcohol Test. Difficulty depends on the drink (see table below).

On a successful test, the alcohol does not have any effect. On a failed test however, you start down the path to drunkenness. Each failed Consume Alcohol Test increases the difficulty of WS, BS, Ag, and Int Tests, and the difficulty of further Consume Alcohol Tests, worsening the difficulty by each failed test (such that Ale, which starts at Routine, becomes Average, then Challenging, Hard, and finally Very Hard). The listed difficulty is in addition to the normal difficulty of a test; for a drunk, some things are nearly impossible. Stinking Drunk If you fail four or more Toughness Tests, you’re stinking drunk. Being stinking drunk, you must spend a half action each round to keep your bearings. If you opt not to take this half action, roll 1d100 on the following table. The effects of alcohol fade after a number of hours equal to 1d10–your Toughness Bonus (minimum of 1 hour). If you’re stinking drunk, the effects end after 1d10 (minimum of 4) hours.

C onsume a lCohol T esT Drink Consume Alcohol Test Difficulty Ale Routine Beer Easy Wine Routine Spirits Average f aIled T esTs

Number of Failed

Difficulty of

Consume Alcohol Tests

WS, BS, Ag, Int Tests

1 2 3

Challenging

Hard

Very Hard

4 or more

Stinking Drunk, see below

s TInkIng d runk

Roll

Effect

01-30

“I’ve only had a few ales, officer”: No effect, you can act normally, albeit with a -30% penalty to your WS, BS, Ag, and Int. “I feel… unusual”: Confused, you may move at half your normal rate but otherwise can take no action. “You’re my besht mate”: Disoriented, you’re vaguely aware of what’s going on, and may defend yourself and move at normal rates, but may not cast spells. “Are you lookin’ at my Halflin’? ”: Dull-witted, you function normally, but your Attacks characteristic is reduced by 1. “I’ll take yer all on…”: Confused but resolute, you’re not sure what’s going on, and lash out randomly, either verbally if not in combat, or with a weapon (friend or foe, whoever is closest). “Sleep…now…”: You pass out in a pool of your own vomit for 1d10 hours or until someone wakes you.

31-40 41-50

51-60

61-70

71-00

prepared food you must eat in order to stay healthy, feel full and satisfied. Usually consisting of bread and cheese, pie and ale or a thick vegetable and meat stew, this fare is the everyday lot of the middle classes. Food per Day (Good): Food per Day (Good) is a handsome portion of prepared food, suitable for you to feel luxuriously well fed, and even put on weight. Consisting of wine, meats, cheeses, pastries and cakes, this fare is considered suitable for a feast by most folk, although it is the everyday lot of the rich and the noble. Rations: This food is designed for easy consumption while travelling. It includes a mixture of nuts, dried fruit, salted meat, and biscuits. Nourishing, it keeps well, and it provides the needed energy for long journeys. Cheap Pie: Be it a Rumsters Special or a homemade Beef and Beer, pies are a common fare for all classes. Portable and tasty, the pastry helps disguise the quality and freshness of the contents—a considerable boon to the “cook them fast, sell them cheap” Halfling vendors who are common in many cities. Loaf of Bread: The staple fare of the Old Worlder’s diet. Side of Meat: Half of a cow, sheep, pig, goat or other livestock, these are the “basic units” of the meat trade. Sometimes smoked, salted,

dried, or honeyed to keep for longer, a skilled butcher can cut up to eight portions from these. Delicacy: There are many fine and rare delicacies to be had in the Old World, from the horseflesh sausages of Bretonnia to thousand year-old eggs from far Cathay. Far more common in large cities, these are usually saved for special occasions, or moments of conspicuous consumption. a lCohol Ale: Brewed from wheat, barley, yeast and other mysterious ingredients, ale is one of the staple drinks of the Empire, and indeed, most of the Old World. In a grim and perilous life, where each sip of water could kill you, a warm alcoholic haze and a deep nutty flavour are deemed deeply desirable qualities in a drink. Beer: Similar to ale, yet brewed with hops for added flavour and longevity, beer is the travellers friend. Most far flung inns will only stock beer, as it is less likely to go “off head” than ale. Dwarfs in particular are fond of a good beer, and have been know to produce some champion pints. Keg of Ale or Beer : Containing twenty-four pints of ale or beer, a keg is not a particularly portable item. Innkeepers usually pay an

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