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Drunken Divines A Homebrew about Brewing, Gods, and Tokusatsu Players: 3 or more Age:

Drunken Divines is a RPG where you play as a priest of your cloud-dwelling alcoholic god. They sit right there, in the clouds, at all times. Never are you not under their holy watch, except for one moment; when they're black-out drunk. By your own strengths and by brewing divine favor, you are to overcome whatever challenges that await you in the world in your holy quest. The requires a Game Master and players that control player characters. The Game Master provides situations and challenges for the player characters to overcome, as well as fill the roles of all the Gods. Character Creation Character creation involves allotting your stats. You have dice to allot as well as a few flat bonuses. This means assigning a d4, d6, d8, d10, and d12, as well as bonuses of +1, two +2s, and +3. Bonuses can only be applied once to each stat

Stout: Stouts are so-called for the hardiness of the and those that drink it. Often of solid color and famously carrying a neat head, it's in picturesque shape no matter how it's treated. The Stout stat is for surviving or powering through things that would lay waste to your body, such as poison, blades, and . Whisky: Whisky is predominantly accepted as the strong-man's drink of choice. Powerful in content and in flavor, it can give even the -limbed bursts of energy. The Whisky stat is used for handling things that need a rough handling, such as wrestling, hoisting, breaking, feats of superior athletics, and moving under certain conditions. Hops: Hops is perhaps the perfect name for the many quicksilver slyfolk that partake in it. The poppiness of the hops gives its taste much depth that needs great attention to comprehend. The Hops stat is used for tests of agility and intellect, such as figuring out how some delicate piece of machinery works, literally and metaphorically juggling dangerous objects, escaping complicated grasps, and so on. Wine: Wine is the drink of the refined, thought-out sort. Even in its cheapest form, it has made men gentle, sincere, and approachable. The Wine stat is used when you try to convince someone without the use of physical evidence, whether it be a business partner, a would-be spouse, or even your God. : Absinthe is just shy of pure alcohols in strength of their brew. Favored by those with no hope left in the world but to look up to the sky and say a prayer. The Absinthe stat is your willpower and strength of your faith and character. It is also directly related to how good of a brewer you are, and can let you concoct more and more crazier alcohols from the damnest things.

You also start with Divine Favor. Divine Favor, or just Favor, is how much your character has appeased their God. Your starting Favor can be interpreted as how well they've served, or perhaps how long, or maybe the god is just too drunk to fully acknowledge how much you help them. In any case, Divine Favor is a point system that you spend to cast Miracles. You start the game with Favor equal to your Absinthe die * 10. In addition, you are to describe a few features of your character. Name, appearance, their diety of worship, but more specifically, a Drink of Choice. Whenever your character drinks their preferred drink, they get a bonus that they may add to their rolls for however many drinks intoxicated they are on that brew. Their Drink of Choice grows increasingly powerful and advantageous for them the more obscure or precious it is. The exact step of bonuses are as follows:

Alcohol (+1) → Beer/Spirits (+2) → Type of Beer/Spirit (+3) → A Specific Brew (+4, or advantage) → A Particular Brewer's Drinks/Vintage (+5, or twice advantage)

As well as base stats, you also start with fighting styles and equipment. Fighting styles dictate what you use to attack and defend with as well as additional bonuses that affect how you deal damage, and equipment applies modifiers to those rolls. Below is a list of fighting styles, listed as Attack Die/Defense Die: Strongman: Whisky/Stout. Deal an additional step of damage if your attack roll beats the defense roll by 6. Striker: Whisky/Hops. Sending a creature to d2 lets you attack a second time. Martial Artist: Hops/Stout. Dealing damage causes that target's next attack to have a -1 penalty. Rogue: Hops/Hops. You may choose to attack twice a turn by rolling both attacks at disadvantage.

Equipment includes weapons, armor, and trinkets. Weapons and armor have requirements that, if you have a die less than the stated requirement, impose a disadvantage on attacking with it. If a weapon is not listed, it does not have requirements unless your GM says it does. Improvised weapons can require Whisky OR Hops dice to be met, not both. Whisky: D6: Longsword, axes, mace, shortbows, typical soldiering weapons. D8: Longbows, greatswords, greataxes, sledgehammers, improvised weapons such as chairs and ladders, large weapons. These weapons deal an additional step of damage. D10: Large objects such as barrels, wagon wheels, unarmored smallish human beings, etc. Objects and creatures used as weapons take a step of damage per successful attack. D12: Heavier human beings such as fat people and knights. Hops: D6: Longsword, axes, scimitars, lighter weapons or weapons that require great training. D8: Whips, all ranged weapons such as thrown weapons, bows, and crossbows. D10: Chairs, ladders, and weapons of a Whisky requirement one step greater than your current Whisky. These weapons deal an additional step of damage.

Complete Character Example For example, a proper character looks like the following: Name: Father Fornival Gutmight Diety: Edian, God of Law and Order Fighting Style: Strongman Stout: d10+2 Whisky: d8 Hops: d4+1 Wine: d6+2 Absinthe: d12+3 Divine Favor: 120 Drink of Choice: Smokebeer (+3) The above stat spread describes a pious, sweet, and jolly fellow, that looks just like it sounds; big belly, big heart, big bald spot. He loves the taste of smokebeers, as it reminds him of his more youthful adventuring days of sitting by the campfire, sharing stories with his compatriots. When drinking smokebeer, he is as jolly and merry as can be, of unshakable cheer, charm, and gusto.

Health Health is something that should be of great concern for someone who lives by the brew. To enjoy creation and its wonders is one thing, to let go of responsibility is sinful. There will come a time where the world will test if you're fit to stay. Whether it be by blade, blight, or booze, any malady that comes your way is considered damage. Every time you take damage, your Stout decreases by one step (from d10 to d8, for example). At d4, taking damage sets your Stout die to d2 (a coin), and from d2 to 0. Having 0 Stout will kill you at the start of your next turn. Your Stout die can be restored one step by being targeted by a miracle, imbibing a healing drink, partaking in your Drink of Choice if its bonus is +3 or greater, or completely by sleeping sober. Below is the Stout die step:

0 → d2 → d4 → d6 → d8 → d10 → d12 → d20

Conflict Resolution There are many obstacles on your path to enlightenment. Some may be evil trying to stop you, some may be good in the wrong state of mind, and many might just be the world's make being inconvenient. If you are against another creature actively working against you, you undergo a contest against that creature. The Game Master declares what the terms of the contest are based on the context. Usually, contests of fortitude and drinking are done with Stout dice, strength contests are settled with Whisky, agility contests are settled with Hops, and discerning intents and lies are done with Wine. Absinthe, being the measurement of one's faith and one's inner fire of determination, rarely comes into contest, but does so when all else fails. Combat is an example of contested resolution, and it uses the die allocated to the characters by their fighting style. If you are against a static obstacle that cannot react to you or the nature of the world, then you undergo an uncontested roll against a static number. The Game Master chooses a Difficulty Count, a DC, that they think would be suiting for the difficulty of the challenge, and tells you to roll one of your dice. Rolling above the means you accomplish and overcome the obstacle, whereas rolling under means you failed, and that consequent attempts will suffer exponential disadvantages until you sleep sober. Usually, you roll for something that does not come naturally; you need not roll a Hops check to jog without tripping, but being drunk might incur a challenge at the first instance of it to determine whether or not it feels natural. Example DCs: Very Easy: 3 Easy: 5 Medium: 8 Hard: 10 Very Hard: 13 Incredibly Hard: 15 Miraculous: 18

Advantage and Disadvantage Whenever you have advantage, you roll an additional die and you take the better roll. You can have multiple stacks of advantage, making sometimes rolls a best of 3 or more. Inversely, you may receive disadvantage, which means you roll an additional die and take the lesser roll, which also stacks with multiple instances of disadvantage. Conflicting stacks of advantage and disadvantage cancel each other out, as a +1 bonus and -1 penalty would.

Intoxication As a man of the brew, there will be times where you will get drunk. You are used to being drunk, but no one creature is perfect. When you drink multiple times in eight hours of each other, this is considered a Binge. If you take three drinks in a single Binge, you must make a Stout check to maintain full control of your senses for every drink they have until they fall asleep. This Stout check is double the amount of drinks your character has drank in this current Binge. Succeeding this check brings nothing, but failing this check incurs a state of intoxication. Once you drink more than ten times in this Binge, you must make another stout check to avoid becoming wasted. When you are Intoxicated, you must choose one die to receive a disadvantage on all rolls and one die to receive a -1 penalty to all rolls. This can be the same die or it may be different dice. When you are Wasted, you must allot two more disadvantages among your dice and two -3 penalties. When you sleep while Intoxicated, you must make another Stout check, equal to however many drinks you had during your binge. You cannot add bonuses based on alcoholic drinks to this check, such as your Drink of Choice. Failing this check incurs the Hungover status. Being Hungover means your Stout die is halved and all your rolls are at disadvantage. Your Hangover ends when you sleep sober, as in not being in a Binge or having less than two drinks.

Brewing Favor Your God likes you. Not because of your undying faith, not because you champion his cause, but because you make some great damn booze. Sometimes you may find booze. And by giving him booze, you are able to earn Divine Favor. The process of brewing beer is a simple one, but it takes time. The easiest can take two weeks to make, but the finest wines may be fermenting for decades. Homebodied monks passively gain Favor based on the brewing stills in their monasteries, which they each personally manage. Brewing divine favor is a personal journey of devotion, and any beer intended to brew favor cannot be assisted by one with a higher Absinthe than the one receiving the favor. When your adventuring party retires and settles back to the Monastery, you begin to brew a batch for your God. You do this by rolling your Absinthe die. Before you do so, you may choose whether you wish to use any modifiers you gained while adventuring (such as being influenced by your Drink of Choice, but also Wasted), or to brew sober (your base die and bonus). The result is multiplied by 10, and is added onto whatever Divine Favor you still have. Brewing alcohol is a long process, which means monks typically stay within their Monasteries, but some monks must travel to fight the evil where it lives. Priests away from their monasteries have halved Favor gain whenever they retire for any long period of time, due to the inefficiency of portable or makeshift stills. A priest on the road might instead search to find the world's finest drinks to offer to their God as an alternative means of incurring Divine Favor. These found treasures reward Favor in addition to any brewing process made available. Increasingly renowned, legendary drinks offer larger, greater numbers of Divine Favor.

Drinks Your craft. Your prayer. The joy of the world is born in your barrels. Whenever you have proper downtime, you may instead choose to create drinks for yourself, or save some of your reserve. You can create drinks for 5 favor each. “Drink” in this sense refers to alcohol strength of a varying volume; a bottle of beer and a shot of whisky and a glass of wine are all a Drink. Drinks come with a +1 bonus in their die based on the kind of drink they are. The Gods love drinking and love to share the merriment of creation with the world. You may find caches of blessed booze and magical spirits, drinks that, beyond mere mettle tempering, alter your abilities. These abilities are made entirely by your GM on the spot. There are many gods, and every God aspires to drink the world's greatest treasures.

You and Your God You and your God share a very casual relationship. He's something like a roommate, except this roommate has eminent domain over the world along with his divine family and could smite your monastery out of existence in the blink of an eye. Your God is not perfect; in your years of meditation, you've learned that's why he drinks so much. It is possible to get your God drunk. This is a dangerous practice, but it can be beneficial if you know your God well. He may give you Divine Miracles for free, speak of things that ought to be secret, or he may fall catatonic and need to be consoled before you can use him for Divine Miracles. Attempting to get him drunk requires at least fifty Drinks and three hours. Your Game Master decides what kind of drunk he is and what affects being that sort of drunk entails.

Divine Miracles Your God provides Divine Miracles mainly in two ways; these are Skysight, Windflow, and Manifestation. Skysight means your God must have direct line of sight on you or your target. Windflow means anywhere wind can travel through can be targeted by the spell. Manifestations are typically much more difficult and generally weaker, but because other miracles require the sky or wind, Manifestations might be all you have in the deepest dungeons. You may ask your God for a very specific Miracle to be performed, or for something beyond your complete understanding. Your God The following are a list of predefined Divine Miracles that you may perform, with rules and cost: Healing Cost: 5 per Step. Method: Skysight Your god sheds holy light on a creature that you specify. You choose how much steps of Stout you wish to restore and it is done. Steps restored past the target creature's maximum are refunded. Smiting Cost: 10 per Damage Method: Skysight Your god fires a bolt of power down at a target you specify. You choose how much damage you want to deal and it is done with no contest. Damage beyond what is necessary to kill is not refunded and is dealt to the corpse. You can only smite one target at a time. Bless Drink Cost: 40 Method: Skysight You may request that your God turn this gift you made into a Divine Blessing, not some reliquary to be sitting untouched, but to be partook with love and care. This drink gains an additional +1 bonus to the dice it affects, and restores one step of Stout. Righteous Focus Cost: 40 Method: Windflow A hot wind blows, filling one with fiery-blooded determination and a powerful force of will. One creature you specify gains an Advantage for three roll of their choice within the next ten minutes. Blooddrunk Cost: 40 Method: Windflow Chaos was on the wind, the value of life is reaffirmed. One creature you specify gains Advantage on every roll they make whenever their Stout die is at d2 for the next ten minutes. Killing a creature while at d2 Stout heals one step. Cleanse Body Cost: 60 Method: Windflow From the divine sky, a cold, sobering wind blows. A creature you specify is no longer drunk or poisoned. Hangover Cure Cost: 100 Method: Windflow, Skysight You fucked up hard. It's not God's job to be your hangover nurse. He'll do it, but he won't be happy. A creature you specify is no longer wasted or hungover. Holy Image Cost: 10 Method: Manifestation An image of your God in human form coalesces from ambient light. He is able to communicate with you in this form, but this is only a projection, and he cannot provide Miracles through this form. This image can only dispelled by itself, and can last up to an hour. Illusion Cost: 10 Method: Manifestation An image of an object or creature forms, providing the facsimile of presence. If the illusion needs to be of a creature, it is very plain for you to tell that it is your God dressed up as that creature. The illusion stays until it is interacted with or touched, breaking apart into the air. This illusion has a d8+2 in Wine, making it fairly convincing. Wily Illusion Cost: 25 Method: Manifestation This illusory object or creature (Your drunk God in cosplay) will actively avoid contact. It will move, fall, jump, and dodge in whatever way it can to distract the target for however long it can. The Wily Illusion has a Hops and Wine die of d8+2. Attempting to catch the Wily Illusion is a contest between the Wily Illusion and the chasing creatures' Hops die. Holy Phantasm Cost: 150 Method: Manifestation A pocket of skylight rips itself open in nearby space above you, and from it, your god emerges, smaller than normal but nevertheless present. While this form is present, Divine Miracles have no requirements aside from cost. Grand Illusion Cost: 200 Method: Skysight Your God fabricates one of their great drunken ruses. This illusion can be whatever it want and just as large as it needs to be. It can survive some intrusions of its form and react to them, but it is nonetheless an illusion and cannot make any true attacks. The Grand Illusion has a Stout, Hops, and Wine die of d12+5. To successfully catch or strike the illusion is a contest between the Grand Illusion and the attacking creatures' Hops die, and to break the illusion is the attacking creature's Whisky versus the Grand Illusion's Stout. OPTIONAL DRINKING GAME RULES: GM • Take a shot ◦ Every encounter that has the players victorious. ◦ Every time a player casts a miracle. ▪ An additional shot if that miracle requires 70 Favor or more. • Take two shots: ◦ Every time the player attempts to cast a miracle they cannot (and they're not deliberately fucking with you to get you to drink). ◦ Every time a player offers booze to their god. Players • Take a shot ◦ Every time your character drinks. ◦ Every time you take damage. ◦ Every natural 1 on die you use for the result (disregarding dice ignored by advantage/disadvantage) ▪ If you roll multiple 1s with advantage or disadvantage and have to use them, take a shot for each • Finish the bottle with the rest of your players ◦ If all player characters are killed.