The Rum Ration


Skull & Shackles


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I know it has been done before but here is my take on the system. It is complicated but drinking should be an important part of a pirate game. I have not written it yet bu ti can see a trait that helps with this. I also know that there is no rule for picking up a moderate addiction but i figure that should be in the land of plot anyway. Well here goes.

The Rum Ration::
Rum shot
Type: ingested; Addition: minor, Fortitude DC 5/3 full drinks
Price: 2sp
Effects: +1d4 alchemical bonus to Charisma;
Damage: 1 dexterity and wisdom damage. This damage heals at a rate of 1/hour each. Each ration past the first does 6 damage. Fatigued for as long as damage persists.
1d3+fort drinks may be ignored per day.
Alcohol poisoning begins once damage has been taken.
The charisma bonus does not begin until at least 1 point of wisdom and dexterity has been taken
Minor addiction grants a +1 fort to resisting the rum ration and alcohol poisoning.
Moderate addiction grants a +3 fort to resisting the rum ration and alcohol poisoning.
A full rum ration consists of 6 rum shots.

Alcohol Poisoning
Save: Fortitude DC 10 +1/drink (drinks exit your system at a rate of 1/hour)
Onset 10 minutes; Frequency 1 per 10 minutes for (drinks x10) minutes + 20 minutes
Effects: Fail by 1-3 = 1 Wisdom and dexterity damage that heals at 1 hour.
Fail by 4-6 = Exhausted 1 hour; Fort save for nauseated 3d6 rds
Fail by 7-9 = sickened 1 hour; Fort save for nauseated 3d6 rds
Fail by 10-12 = confused 1 hour; Fort save for nauseated 3d6 rds
Fail by 13+ = 1d3 con damage; Fort save for nauseated 3d6 rds
Cure: 2 saves
Effects a cumualtive and additive.

Kroop's good day:
Kroop drinks up a full rum ration for breakfast but ignores it since he ignores 6+d3 drinks each day. Later on for lunch he drinks another entire ration of rum bringing his total to 12. Rolling a 3 we find that Kroop is now on 3 damage and will be poisoned for 50 min. The DC is 13. On his first check he rolls a 1 which fails by 6. This means his wisdom and dexterity damage increase to 4 and he is sickened and exhausted for 1 hour. Kroop likes being drunk so chooses to fail the save vs exhaustion but knows a quick barf now is better than being sick. He rolls 7 which is just barely good enough to lose lunch instead be sickened for an hour. 10 minutes go by and Kroop fails his save yet again but only by 1. His damage now stands 5. He makes his next two saves and there no further effect. 6 hours pass and it time for dinner and the standard rum ration. All of kroops damage has healed but he has no more 3 drinks. Kroop enjoys his rum and his friends while eating a meal over the course of an hour. Technically poisoning should start after 10 min and the first drink but it easier to treat it as one event. Kroop takes 6 damage and will be poisoned for 80 minutes at a DC of 16. Much to his dismay he passes the first two saves and nothing more will happen to him. An hour passes and it is time for bed. He has healed 1 damage but that means that 5 drinks are still in his system. Kroop take another 3 shot of rum and heads for bed. Since he already had 5 drinks in him and just had 3 more this sets the DC of the saves at 18. To calculate the duration we only look at the 3 drinks he just had. Kroop fails he first with a nat 1 but the conditions do not really matter since he is on 9 damage that matches his wisdom so he passes out in bed. He still has 4 more save to go and these may extend the time he is dead drunk but other than the con damage that heals at 1/day they do not really matter. It is possible that they duration of exhausted, sickened or confused will last longer than the dead drunk but they will most likely stay asleep until they sober or woken.

Heave:
This game is played 1 drink at a time and the pressure of it forces an immediate save against alcohol poisoning instead of waiting the for the unset time to pass. Also the point of damage per drink is delayed until after the game to be applied. As normal the first 1d3+fort drinks may be ignored so one has quite an advantage if they did not drink the rum ration. One must pass a DC 5 dex check to drink each drink and failure means a spill and losing the game. Do not forget fatigue penalties once damage kicks in. One also loses if one becomes nauseated or passes out. Since the automatic damage is delayed this game can get a lot of extra drinks into you lead to being dead drunk for a long time.

I had intended for a a drink to effect the poison DC even after you save against it but once you deal with a bout of poisoning those drinks do not effect the duration. I do not think that is clear in the rules section but I do not know how to clean it up, if any of you can please post it. The con damage is the damage that can not be healed if you have moderate addiction.

Please critique my work. Thanks


easy to follow and complex enough to be fun, I like it.


Thanks, if you use it let me know how it goes.

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