House Rules & Game Tweaks
Consume Alcohol and Tobacco
From Alcohol and Tobacco Rules Expansion by Jackdaws
Alcohol is measured in Alcohol Units (AU). All Tests against intoxication are based on the amount of AU the character consumes.
When your character begins to drink, they will each have their own alcohol tolerance levels based on their Toughness score. As they drink, they will progress through stages of drunkenness as they fail Consume Alcohol Tests.
The stages are:
Tipsy. -10 to all Tests and -2 to all Casting Rolls. These penalties do not include Tests against Torture, Intimidate, Unsettling, Frightening, or Terrifying. The effects of alcohol on a Tipsy character will fade after 1D10/2 hours.
Intoxicated. -10 to all Tests, -1 Movement and -4 to all Casting Rolls. Again, these penalties do not include Tests against Torture, Intimidate, Unsettling, Frightening, or Terrifying. The effects of alcohol on an Intoxicated character will fade after 1D10 hours, after which the character must make a Challenging Toughness Test to avoid getting a hangover for 1D10+2 hours. Resistance to Poison or Very Resilient adds +10 to their roll (cumulative).
Following this, the character will be required to make a Consume Alcohol Test any time they drink more, with an increasing difficulty the more they drink.
Drunk. -20 to all Tests, -1 to Movement, and -6 to all Casting Rolls. While these penalties still apply in cases of Torture, Intimidation, etc., Drunk characters get a +10 bonus to these Tests. You may also be selected to roll on the secret Stupid Things I Did While Drunk table that I have. The effects of alcohol fade after 1D10+2 hours, after which the character must make a Challenging Toughness Test to avoid getting a hangover for 1D10+2 hours. Resistance to Poison or Very Resilient adds +10 to their roll (cumulative).
Hammered. -30 to all Tests, -2 to Movement, -8 to all Casting Rolls. After these penalties are applied, +10 to Tests involving Torture, Intimidation, etc., as above. All spellcasters add +1D10 to their Casting Rolls, but only for the purposes of Tzeentch's Curse. The effects of alcohol fade after 1D10+4 hours, after which the character must make a Hard Toughness Test to avoid getting a hangover for 1D10+2 hours. Resistance to Poison or Very Resilient adds +10 to their roll (cumulative).
Stinking Drunk. Roll on the Stupid Things table at +2. The next sip of alcohol will drop your character immediately. -40 to all Tests, -2 to Movement and -10 to Casting Rolls. After penalties are applied, +10 to Tests against Torture, Intimidate, Unsettling, Frightening, or Terrifying. All spellcasters add +1D10 to their Casting Rolls solely for the purposes of Tzeentch's Curse. The effects of alcohol fade after 1D10+8 hours, after which the character must make a Hard Toughness Test to avoid getting a hangover for 1D10+2 hours. Resistance to Poison or Very Resilient adds +10 to their roll (cumulative).
Tobacco can be pretty strong for the unaccustomed smoker, and strength varies by plant strains. Anyone accustomed to smoking won't need to make any Tests when smoking tobacco that they're used to, but when trying a new type of tobacco or smoking something when they aren't in the habit of doing so, characters will make a Toughness Test based on the strength of the tobacco.
Resistance to Poison grants a +10 bonus, as does Very Resilient (cumulative).
Dwarfs gain a +20 bonus and Halflings a +10 bonus to this Test.
Failure means that the character is doubled over in a fit of coughing and may also vomit; in any case, they will feel ill, incurring a -10 penalty to all Tests for 1D10 rounds. Every degree of failure will bring 1 additional hour of queasiness.