Alcohol
Drinking is a popular pasttime in the Mushroom Kingdom, which is why establishments such as Club 64 and the PMIFC are so widely
patronized.  Beer is a common drink enjoyed by all races, but each
race has developed its own specialty drink.  No Potion Maker may brew another race's drink, unless a Potion Maker of that race divulges the formula (which will no doubt cost a great deal).

Every character begins the PMRPG with an Alcohol Point (AP) limit
equal to his Endurance (weight does not matter, so a Koopa's AP limit
is calculated as though he did not have his shell); if and when
Endurance increases, so too will the AP limit. Taking a drink gives
a character the listed number of AP, and he loses AP to his
metabolism at a rate of 1d4 per hour (starting one hour after the
first drink is taken, in case it matters), unless he passes out.

A character who has achieved 1/4 of his AP limit (rounded down) is
mildly intoxicated; after 1/2 he is moderately intoxicated, and 3/4
leaves him greatly intoxicated.  After a character takes a drink
which puts him over his AP limit, d20s are immediately rolled equal
to his current AP minus his AP limit; if the total exceeds his AP
limit, he passes out.  He otherwise remains greatly intoxicated, and
can continue to drink if he wants to (although the check must be
repeated each time he takes another drink which leaves him over the
limit).

Characters achieving various levels of intoxication are affected as
follows (all effects are cumulative):
Light intoxication: The skills Flight, Thievery, and Silent Movement
function as though the character had one less point in them than he
does.
Moderate intoxication: Jumping, Climbing, Swimming, Running, and
Evasiveness also suffer the -1 skill penalty.  However, Unarmed
Combat skill is increased by one.
Great intoxication: Flight, Thievery, and Silent Movement are
essentially impossible at this point.  However, the character takes 5
minutes longer to freeze in a blizzard.  Persuasion checks against
the greatly intoxicated character are made as though the skill were a
point higher than it is -- unless you try to persuade him that
discretion is the better part of valor, in which case there is no
chance of success.

Anyone who passes out after taking at least two drinks beyond their
AP limit (that is, they must not pass out until at least the second
check) on two different days adds 1 to their AP limit once they wake
up the next morning.

Characters who passed out the previous night are hung over for 1d6
hours after waking up, and suffer skill penalties as though they were
lightly intoxicated.  A Wizard of at least level 2 may brew a quick
(and nasty-tasting) hangover cure in 15 minutes by expending 1 FP per
hour to be taken off the hangover time (the Wizard can determine how
strong the cure should be by examining the patient).

Drinking contests are often held, with or without side wagers
(although the loser usually has to pay for the drinks).  If both
contestants are to pass out simultaneously, each rolls a d4 for each
point he exceeded his AP limit by at the time of passing out.  The
contestant with the higher total passes out a second before the
other, thus losing the contest.

And now, for the actual drinks.  Many specialty drinks have odd
effects -- these usually aren't known to members of other races.

Beer: This common drink is served almost everywhere.  Worth 3 AP.

Spirit Spirits: This potent liquor is made from Ethereal Energy, and
was the favored drink of a former Boo leader.  Worth 6 AP, and
non-Boo drinkers tend to become skittish and easily frightened.

Shell Shots: This green-tinted (from its component Koopa Leaves, no
doubt) liquor is typically served in shell-shaped shot glasses, which
come in a variety of colors.  Koopas who drink it tend to wake up in
the middle of Toad Town without their shells, but this is probably
due more to their friends' senses of humor than to the drink itself.
Worth 5 AP.

Cactus Ale: This Dryite ale is made from the cacti in Dry Dry Desert.
Non-Dryites often experience mild hallucinations (akin to mirages)
when they drink too much; even Dryites are affected if they exceed
their AP limit on nothing but cactus ale.  Worth 3 AP.

Chilly Champagne: The Penguins only serve this semi-dry champagne
ice-cold.  Non-penguins who reach a state of great intoxication from
Chilly Champagne do not gain resistance to blizzards; in fact, if
they drank nothing but Chilly Champagne, exactly the opposite
happens.  Worth 4 AP.

Melon Wine: The Yoshis usually serve this wine in coconut shells with
little parasols.  Serious drinkers deride it, as it is rather weak --
worth only 2 AP.

Flaming Amigo: The Bob-ombs love this drink, but other races tend to
shy away unless they need to prove how tough they are. The Flaming
Amigo is actually set ablaze a split second before it is drunk; there
is a 5% chance that a Flaming Amigo will explode, dealing damage as
though the drinker's body had been struck (unless he is a Bob-omb, in
which case he explodes harmlessly).  Worth 5 AP.

Rum Cake: This sweet cake is sometimes available from the Shy Guys; eaters occasionally begin to act mischievious and become a general pain in the ass to those around them (just like a Shy Guy).  Worth 4 AP per quarter of cake (16 if you eat the whole thing, but it's
awfully big for one sitting).

Spore Whiskey: This drink is popular in Club 64, and comes in several
different varieties, depending on the mushrooms used in its
preparation.  Normal Mushrooms produce a shot worth 3 AP; Super
Shroom whiskey is worth 5, Mid Shroom is worth 6, Ultra Shroom is
worth 7, and Max Shroom whiskey knocks anyone stupid enough to drink it unconscious.

Rainbow Wine: This sweet wine is made from the berries in Flower
Fields.  Only the otherwise-unimportant Lakitus know how to make it,
but it is available relatively cheap.  Worth 2 AP.

Pan-Galactic Gargle Blaster: This horrifying drink is made from
numerous rare and exotic components, many of which are not found in this dimension.  Thus, only a level 4 Potion Maker may brew it, and
the assistance of a level 4 Wizard (who must expend 12 FP over the
course of the brewing in order to summon the appropriate ingredients)
is required -- unless, of course, the Potion Maker happens to be a
level 4 Wizard himself.  Worth 20 AP, and anyone who can knock back two of these without passing out will look like a total badass.
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