Advanced Alcohol Ruleset (Add-On for FO:E PnP Revised)
Posted: Wed Dec 26, 2012 8:17 am
Advanced Alcohol is a special set of rules intended to improve and expand the basic "FO:E PnP (Revised)" rules for alcohol, as well as adding an interesting new set of items as well as traits, and perks specially tailored for the alcoholic and brewmaster in your game.
Features:
- Sixteen new items (Twelve special alcohols, four new crafting items, two new schematics)
- Two new perks (With slight modifications to Blackjack's Fury)
- One new trait
- Alcohol Brewing rules
- Special Alcohols, magical brews with incredible effects... and crippling drawbacks
https://docs.google.com/spreadsheet/ccc ... tdlE#gid=1
As of now, these rules are undergoing constant alterations and feedback thanks to player input from games where it is being used. My goal was to get a solid baseline to continually add and update the rule set. GMs should use their own discretion, and should feel perfectly fine with altering the rules to fit their groups needs. If you have any comments or questions regarding the rule set, feel free to comment!
Recent Updates:
January 13, 2012: Added Cloudsdayle Malt to the list of available alcohols, also altered rules regarding the standard alcohols (Beer/Cider and Whiskey/Wine/Spirits) to be closer to the original Fallout rules. Unfortunately, this necessitated me making them more expensive for balancing reasons. Sorry, alcoholics!
January 9, 2012: Overhaul of alcohol levels and addiction systems.
December 28, 2012: Minor balancing pass. Full details in changelog.
December 26, 2012: Initial Release
Features:
- Sixteen new items (Twelve special alcohols, four new crafting items, two new schematics)
- Two new perks (With slight modifications to Blackjack's Fury)
- One new trait
- Alcohol Brewing rules
- Special Alcohols, magical brews with incredible effects... and crippling drawbacks
https://docs.google.com/spreadsheet/ccc ... tdlE#gid=1
As of now, these rules are undergoing constant alterations and feedback thanks to player input from games where it is being used. My goal was to get a solid baseline to continually add and update the rule set. GMs should use their own discretion, and should feel perfectly fine with altering the rules to fit their groups needs. If you have any comments or questions regarding the rule set, feel free to comment!
Recent Updates:
January 13, 2012: Added Cloudsdayle Malt to the list of available alcohols, also altered rules regarding the standard alcohols (Beer/Cider and Whiskey/Wine/Spirits) to be closer to the original Fallout rules. Unfortunately, this necessitated me making them more expensive for balancing reasons. Sorry, alcoholics!
January 9, 2012: Overhaul of alcohol levels and addiction systems.
December 28, 2012: Minor balancing pass. Full details in changelog.
December 26, 2012: Initial Release