Inebriation (no ontology)
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Revision as of 16:28, 11 April 2017 by SU Tempest (Talk | contribs)
The Inebriation rate is one of the vital statistics tracked on every contestant. Inebriation increases when the contestant consumes alcoholic beverages.
Inebriation, as the name suggests, distorts and alters the contestant's mental and physical states, through speech impediments, altered behavior, and deterioration of motor skills.
The Inebriation statistic is measured in Inebriation points, which are then divided by the Contestant's current amount of Blood. The result is an Inebriation percentage, which determines the intensity of the effects sustained.
Rate | 0.0% | 0.1;19.9% | 20.0;39.9% | 40.0%;69.9% | 70.0%;99.9% | ≥100% | |||||
Condition | Sober | Buzzed | Tipsy | Drunk | Smashed | Wasted |
- Inebriation decreases naturally at a rate of -0.1 point per turn.
- Inebriation can be lowered through visiting a Hospital room, attempting to throw up voluntarily, or simply waiting it out and sober up naturally.
Effects
The various stages of inebriation may cause different Secondary effects:
- Sober:
- No effects.
- Buzzed:
- No effects.
- If the Contestant has gained an addiction to alcohol, withdrawal effects will occur if the Inebriation counter falls under 20%.
- Tipsy:
- Decreased accuracy (FT+1)
- Relaxation
- Drunk:
- Decreased accuracy (FT+1)
- Decreased Pain Sensitivity (-10%)
- Agility -1
- Intense relaxation
- Smashed:
- Decreased accuracy (FT+2)
- Decreased Pain Sensitivity (-20%)
- Agility -2
- Intense relaxation
- Wasted:
- Decreased accuracy (FT+2)
- Decreased Pain Sensitivity (-20%)
- Agility -2
- Intense relaxation
- Hallucinations
- Nausea
- Alcohol poisoning