1. Abilities

Intoxication System

Drink! Drink!! DRINK! DRINK!!


There often comes a time, in every adventure, when the stress of the journey weighs on the psyche of an adventuring party, or a success inspires a spat of frivolity. Among the many earthly pleasures, one of the most common is the consumption of alcohol. Here lies a set of rules to simulate the affects of alcohol on humanoids to further immerse yourself in the world of Tamriel.

Intoxication:

A player's intoxication is dependent upon their ability to endure the strength and potency of the various alcoholic beverages available across Nirn. When a beverage is consumed, the player will roll a base DC 10 Constitution Saving Throw. The DC they have to meet or beat is, however, dependent upon multiple factors. The first factor is their racial modifier. Each race possesses different cultural habits and traditions in the element of drinking. The Racial modifier is added to your Constitution saving throw, in the hopes of meeting or beating the alcoholic beverage's DC.

For instance, a Khajiit with a Constitution of 12 and no proficiency would make a Constitution saving throw, rolling 1d20 + 1 from their Constitution and - 1 from their racial modifier (1d20+1-1).


RaceModifierRaceModifier
Akaviri+1Jinsim+3
Altmer0Kamal+2
Argonian+1Khajiit-1
Bosmer+1Maormer0
Breton0Nord+2
Dunmer+2Orsimer+2
Dwemer0Po'Tun
-1
Falmer1Redguard+1
Goblin
-2Tang Mo
+1
Imperial
0Tsaesci
+2


Drink Strength:

The second factor, is the alcoholic beverage itself, and the potency of such a beverage. The strength is an addition to the DC of the save. Non-Alcoholic beverages would not incur a constitution save, but are displayed below, as an aid to the key of further adjustments to the DC of your save when you drink.

StrengthIntoxication Points
Non-Alcoholic0
Watered-Down1
Weak2
Moderate3
Strong4
Very Strong5
Deadly*6


Drink Type:

Likewise, the type of drink has its own strength to the mix. While some drinks can vary in strength even in their category and in contrast to other categories, the general understanding of drink type strength changes Intoxication DC as follows.


Drink TypeIntoxication Points
Beer2
Bourbon5
Brandy4
Cider3
Mead2
Rum4
Whisky5
Wine1


Examples:

A Very Strong Wine, will present a DC modifieer of +5 from its strength, and +1 from it being Wine, granting a +6 modifier to the DC of the save, thus requiring a final DC of 16 to succeed.

Intoxication Penalties:

The pleasure of being drunk does not come without consequences, specifically to cognition. Here is a list of penalties a player might receive for excessive intoxication.

At Tipsy:

  • +3 to Charisma checks
  • -2 to Intelligence checks

At Buzzed:

  • +5 to Charisma checks
  • -3 to Intelligence checks
  • -3 to Wisdom checks
  • -1 on Attack rolls

At Drunk:

  • +5 to Charisma checks
  • -3 and Disadvantage to Intelligence checks
  • -3 and Disadvantage to Wisdom checks
  • -3 on Attack rolls

At Hammered:

  • +5 to Charisma checks
  • -3 and Disadvantage to Intelligence checks
  • -3 and Disadvantage to Wisdom checks
  • -5 on Attack rolls
  • On any melee weapon or unarmed attack, if you hit, you deal +10 damage.
  • +3 to Strength checks
  • Advantage on saving throws made against fear
  • +3 Temporary Hit Points
  • DC 15 Constitution Saving Throw every minute to avoid passing out.


APPENDIX: DRINKS (*Subject to additions and other changes)

(** Key for specific Elder Scrolls world drinks and where they fit, per serving, as per these rules)

Basic Drinks:

DrinkStrengthServing Size
BeerModerate1 Pint
WineModerate1 Glass
MeadModerate1 Mug
CiderModerate1 Mug


Specific Drinks:

DrinkStrengthServing Size
Honingbrew MeadWeak1 Pint
Black-Briar MeadModerate1 Mug
Ashfire MeadStrong1 Mug
Alto WineWeak1 Glass
Arenthia RedModerate1 Glass
Surilie WineModerate1 Glass
Golden Pear AleModerate1 Pint
Anequina StoutModerate1 Mug
Argonian AleStrong1 Mug
Bitter Remorse AleStrong1 Mug
Rimmen Sour BockStrong 1 Glass
Mazte*Strong1 Glass


Spirits:

DrinkStrengthServing Size
Colovian BrandyStrong1 Glass
Cyrodilic BrandyStrong1 Glass
Greef*Strong1 Glass
Firebrand WineStrong1 Glass
Kyne's Kiss*Strong1 Mug
Dagoth BrandyVery Strong1 Glass
The Cliff Racer*Very Strong1 Glass
Moon-Sugar RumVery Strong1 Glass
Sujamma*Very Strong1 Glass
Flin*Very Strong1 Glass
Daedric Lava*Deadly1 Glass
Argonian BloodwineStrong1 Glass
Balmora Blue*Very Strong1 Glass
Emberbrand WineStrong1 Glass
Shadowbanish WineModerate1 Glass
Shein*Moderate1 Glass
Sanguinae DominaeDeadly1 Mug



(*Mazte is a dunmer beer made with a grain native to mainland Morrowind known as saltrice. Variations of Mazte include fermented herbs and berries native to Morrowind with the saltrice including: Jasmine, Yerba Mate, Bervez, Acai, Ginseng, and Metheglin.

Kyne's Kiss is an obscure Nordic heather mead. It is also called Kyne's Kick due to having a potent effect after only a few drinks. It is made from a mixture of jazbay and other grapes with heather seeds.

The Cliff Racer is a cocktail, made of a mixture of Firebrand Wine, Cyrodilic Brandy, Flin, and melon juice.

Sujamma is a very potent drink made from ash yams native to Solstheim and Vvardenfell in Morrowind.

Daedric Lava is a whiskey originating from Oblivion itself, specifically Mehrunes Dagon's Deadlands. Rare and expensive, it is also advised to be avoided as it has harmful side effects aside from the usual concerns of strong liquors.

Balmora Blue is an illicit wine that was sold in Morrowind originally and eventually spread to Skyrim, High Rock, and Black Marsh. Its main ingredient is Moon Sugar, but there are other ingredients added to it for potency.

Shein is a wine made with comberries. The Dunmer prefer its bitter and sour flavor to your typical sweet wines from Valenwood and Summerset.)

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