According to the alcohol rules under "Fights" (p. 165, Daedalus ed.), PCs suffer 1 point of Impairment for each drink within a 6 hour period. It doesn't say anything about passing out, just incremental Impairment. You could use a house rule in which PCs make a Constitution check against the number of drinks they've had in order to keep from passing out drunk. The rules state that 'drunken stance' PCs don't suffer any Impairment from the effects of alcohol in combat, though, so this doesn't matter... until combat ends. As soon as the sequence is over, the alcohol affects them just as it does other PCs. (Which means, if you're a nasty GM, have the fighting subside for a few minutes... it's possible that just after the drunken master PC slumps to the floor in blitzed slumber, the next round of mooks attacks... but the master's out cold! heh heh!) As far as capoiera, you're right, that is a funky dilemma. However, I'd say that the alcohol rules in the majority of the Empty Bottle Path don't need to be translated for their capoiera counterpart schticks. (For the schticks Drunken Fist, Wily Stupor, and Aberrant Spasm, the schtick decriptions just say you need to have drunk alcohol recently to use those schticks. The *amount* of alcohol doesn't affect the use of these three fu powers.) It's only the first and last schticks, Drunken Stance and Spasmodic Leap, that the alcohol content of the PCs blood makes a useful difference in the power of the schtick. So to convert those two schticks to capoiera, I'd just use the capoierista's Agility attribute for the opponent's Perception check difficulty, instead of the number of drinks consumed. [Does that make sense?]
Edited 8/8/2004 1:38 am ET by Sensei (Sensei22)
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