Fatigue and Hunger


Fatigue, Food, & Drinks



This section includes house rules regarding the states of hunger and fatigue. Note that this differs from the condition Fatigue and is gained in a different way than that condition.


Fatigue Value

Character has a fatigue value which is equal to the number of hours since he last rested. INT, WIS and DEX are affected as follows based on the number of hours since last rested:

>24 (-1)
>30 (-2)
>36 (-3)
>42 (-4)
etc

Uninterrupted sleep reduces fatigue by -4 for every 2 hours slept (modified by conditions).


Hunger Value

Character have a hunger value which ranges from -18 to +72. Every hour passed without eating increases it by +1. All attribute suffer penalties at the following values:
>0 (-1),
>12 (-2),
>24 (-3),
>32 (-4),
>40 (-5),
>48 (-6)
.
.
>72 (-10)
etc

So from being ‘full’, not eating for 31 hours reduces all stats by -2.

A meal (adventuring ration) reduces hunger by -12. Half/double rations, and different types of meals give different values as reasonable.


Drinking

Alcohol is treated as a specialized poison. Ales and wines usually have a fortitude save DC of 10-15, most spirits and strong wines a 15-20, special spirits would have a 21+. Like most poisons, continued “doses” increase the DC of checks that must be made to stave off drunkenness.

Inebriation:
When a character consumes alcoholic beverages in excess, they go through gradual states of inebriation. Characters can consume one drink per 6 points of Constitution, per hour, without having to make any checks. As soon as this ratio of beverage/time is exceeded, characters must make checks for each alcoholic beverage to avoid entering Stage I of inebriation.

Stage I
After a failed fort save at the DC of the beverage being consumed, the character gets a +2 morale bonus to physical stats for 1d4 hours. Additional alcoholic intake within this time requires Fortitude saves at a -2 Morale penalty to avoid going to Stage II. The temporary Constitution bonus to fort saves does not apply to drinking fort saves.

Stage II
Upon entering Stage II, the character must immediately make a second Fort save at the DC of the beverage that caused them to enter this stage. Failure indicates taking 1d8 non-lethal damage. While in Stage II, the character takes a -2 temporary morale penalty to all mental stats, but keeps the benefits from Stage I. The Stage II penalties have a separate 1d4 hour window from the Stage I bonuses.

Stage III
After a failed fort save while continuing to drink while in Stage II, the following occurs -

  • Character loses all benefits from Stage I
  • Character takes an additional -2 penalty on ALL stats for 1d4 hours. These negatives are innate, and stack with the penalties from Stage II.
  • Character must make a secondary Fortitude save at the adjusted DC of the imbibed liquid, or lose consciousness or “black out” for 2d4 hours.

Hangovers
If a character reaches Stage II or III of inebriation, they must make a Fortitude save at a DC of what they were drinking (if mixing drinks, they take the highest DC and add 2 for each additional alcohol source) or become hungover when the benefits/penalties of their inebriation state wear off.

Hungover characters are treated as Fatigued (the condition), but undertaking any activity which requires a check which is affected by statistics (attacks, skills, some spells) cause them to become exhausted. The duration of a hangover is 1d4 hours for each hour spent Inebriated.

DM may rule that repeated exposure to high levels of drunkenness, or extended periods of hung-over exhaustion may have longer-term detrimental effects on a character (non-lethal damage or stat penalties which require abstinence and rest to go away).








Fatigue and Hunger

Age of Heroes TolsimirWolfblood