Food, Drink, and Meal Quality
Everybody eats, except for the people who don't. Some meals are better than others, represented by the Meal Quality Table below. A meal which is not on the table below has its quality decided by the Player who is eating the meal, and the Host. Don't be the guy who eats a rock and tries to pass it off as Good for the Mana.
A character can eat once every six hours, starting when they wake up. Eating food requires a Multi-Action (P+D+M+B).
A character can eat once every six hours, starting when they wake up. Eating food requires a Multi-Action (P+D+M+B).
Meal Quality | Bonus From Eating | Description and Effect |
---|---|---|
Rotten | Gain -1 Mana | Inedible. Tastes terrible. You'll need someone to hold your hair. |
Gross | Gain +4 Mana | You can eat it, you just don't want to. If your character eats nothing but Gross or worse Meals for two days, your character won't eat another Gross or worse Meal until they are Starving or Drunk. |
Edible | Gain +7 Mana | A decent snack, but not a great meal. If your character eats nothing but Edible or worse Meals for two days, your character won't eat another Edible or worse Meal until they are Starving or Drunk. |
Palatable | Gain +10 Mana | Aptly described as "not bad", but not much more. The kind of thing you'd eat if you were trying to save money because your classes are expensive. |
Tasty | Gain +13 Mana | Something worth having a craving for, simple but enjoyable. |
Good | Gain +16 Mana | A well prepared meal. Good ingredients, or simple ingredients prepared well. |
Delicious | Gain +19 Mana | An expertly prepared meal, or innately delectable foods. The sort of thing the lower classes may dream of, but only taste three or four times if they live long. |
Mouthwatering | Gain +22 Mana | The work of a master. Professional taste testers must train themselves not to show their pleasure in eating such fine works of the culinary arts. |
Ambrosial | Gain +25 Mana and gain +5+Level Mana every 12 hours until you are Starving. You do not feel hunger until you are Starving |
Almost addictive in its incomparable flavor. To eat anything lesser holds no appeal for days after consumption. If your character eats an Ambrosial Meal, they must be Starving before they will eat a lesser Meal. |
Food and Drink Table
Item Name | Inventory Space |
Cost | Special |
---|---|---|---|
Rations (x21) | 2.1 (0.1 Each) | 1 | A Gross Meal. Hard tack. Chalky meat. You wish it was as good as flavorless. A week of food, if you can stomach it that long. |
Workable Rations (x15) | 1.1 (0.1 Each) | 1 | An Edible Meal, comprised of dried fruits, meat jerky, and nuts. A little dry, but not without flavor. Almost a week's food, and its really not that bad. |
Fine Rations (x12) | 0.6 (0.1 Each) | 1 | A Palatable Meal, of jarred fruit, salted meat, and some crackers and jelly. Four day's food, and not even a chore to eat. |
Plain Meal (x9) | 0.4 (0.1 each) | 1 | A Tasty Meal, if plain Oatmeal, eggs with buttered toast, raw vegetables, lean steak, roasted garlic, raw potatoes, and other plain foods. Turns into a Rotten Meal after 7 days. |
Good Meal (x6) | 0.6 (0.1 each) | 1 | A Good Meal. Garlic bread, fruits, tomato sandwiches, tuna, sauteed potatoes, plain chicken, and other lightly prepared foods. Turns into a Rotten Meal after 4 days. |
Delicious Meal (x3) | 0.3 (0.1 each) | 1 | A Delicious Meal. French toast, caramelized fruit, grilled vegetables, submarine sandwiches, fatty steak, pasta, pizza, and other well prepared foods. Turns into a Rotten Meal after 4 days. |
Gourmet Meal | 0.1 | 1 | A Mouthwatering Meal. King crab, fall-off-the-bone ribs, caviar, and other rare and expertly prepared foods. Turns into a Rotten Meal after 4 days. |
Manticore Steak | 0.1 | 4 | A Mouthwatering Meal. Gain +2 Skill for the next 24 hours. Turns into a Rotten Meal after 4 days. |
Dragon Steak | 0.1 | 4 | A Mouthwatering Meal. Gain +2 Might for the next 24 hours. Turns into a Rotten Meal after 4 days. |
Ambrosia | 1 | 10 | The Ambrosial Meal. Eating the rich blood colored nectar of Ambrosia fills you with the youth and purity it holds, removing all rashes and blemishes from your body, and stripping away the weathering of the ages, but only if you are powerful enough. Gain all below effects which are at or beneath your Level. Turns into a Rotten Meal after 7 days. Level 1: Take 10 True Damage. Level 3: Ignore Level 1's effect. Level 6: For the next week you appear to be young and beautiful, as the Ambrosia enhances your natural features (though only reduces your age visibly). Level 9: You do not age for the next week, and you do not suffer disadvantages due to Middle Age, or Old Age. Level 20: Reduce your age by 1 week. If instead you apply Ambrosia to a wound, the wounded increases their HP by 40. This is not healing. If applied to a severed limb or a Mortal Wound, the limb grows back, or the Mortal Wound is removed. If applied to the face of a corpse, the corpse does not decay until the end of 1 month. If one is fully submerged, head to toe, in Ambrosia, they gain Damage Reduction 10 (All but True) for 24 hours. Any undead who eats (or is fed) Ambrosia never decays. Rotten Ambrosia has a pungent and dangerous smell, which cannot be removed. Anyone who smells it takes 12 True Poison Damage for each round they inhale it, and any who eat rotten Ambrosia reduce their HP by 50 (this is not damage), and lose 1 Resurrection. |
Water (x10) | 1 (0.1 each) | 1 | Hydrating. Puts out fires. Fish need it to breathe. Can by gathered from any river, stream, lake or pond before or during play instead of being purchased. Cost reflects where water is scarce. Take a swig with every meal to not be Dehydrated. This item is Consumable. |
Green Tea (x15) | 0 | 1 | Leaves which impart their flavor when left in water. This mundane transmutation is sped up if the water is heated up. Sweet when it first touches your tongue, then bitter, sometimes described as nutty. This item is Consumable. When the drinker instills three of their meals' water with this tea in one day, they gain Resistance to disease and Resistance to magical aging for the next 24 hours. |
Black Tea (x15) | 0 | 1 | Leaves which impart their flavor when left in water. This mundane transmutation is sped up if the water is heated up. Tastes thin and dry, leaving a sweet aftertaste. This item is Consumable. When the drinker instills three of their meals' water with this tea in one day, they do not cough from any source (disease, smoke or poison clouds, etc.) for the next 24 hours. |
Passionflower Tea (x15) | 0 | 1 | Leaves which impart their flavor when left in water. This mundane transmutation is sped up if the water is heated up. A very neutral flavor, often enhanced by sugar or honey. This item is Consumable. When the drinker instills three of their meals' water with this tea in one day, they take 10 fewer damage from the next instance of Psychic Damage they take within the next 24 hours. |
Arabica Coffee (x10) | 0 | 1 | Packets of powdered beans, just stir to make your water bitter, brown, and caffeinated. This item is Consumable. Drinking this just after waking up makes it seem as though you had slept 2 hours longer. Drinking this drink for 4 consecutive days makes you dependent on it. Any day that you do not drink Coffee it instead is treated as though you slept for 2 fewer hours. |
Robusta Coffee (x10) | 0 | 1 | Packets of powdered beans, just stir to make your water bitter, black, and powerfully caffeinated. This item is Consumable. Drinking this just after waking up after having slept fewer than 8 hours grants a 15% chance per hour that you slept to not suffer the consequences of sleeping too little. Drinking this drink for 4 consecutive days makes you dependent on it. Any day that you do not drink Coffee it instead is treated as though you slept for 2 fewer hours. |
Liberica (x10) | 0 | 1 | Packets of powdered beans, just stir to make your water faintly sweet and smokey, bitter, and caffeinated. Coffee drinkers may say it tastes nothing like coffee. This item is Consumable. Drinking this drink just after waking up makes it so that you do not make contested rolls at disadvantage for having under slept. Drinking this drink for 4 consecutive days makes you dependent on it. Any day that you do not drink Coffee it instead is treated as though you slept for 2 fewer hours. |
Beer (x12) | 1.2 (0.1 each) | 1 | 12 bottles of the working man's drink. Tastes like barley and hops. Makes you Drunk. This item is Consumable. |
Mead (x12) | 1.2 (0.1 each) | 1 | 12 bottles of alcohol made from fermented honey, and fruit. Makes you Drunk. This item is Consumable. |
Rum (x12) | 1.2 (0.1 each) | 1 | 12 bottles of the working pirate's drink. Made from fermented sugarcane. Makes you Drunk. This item is Consumable. |
Chardonnay (x8) | 0.8 (0.1 each) | 1 | 8 bottles of white wine made from apples and pears, and a dash of vanilla. Paired best with chicken or creamy foods. Makes you Drunk. This item is Consumable. |
Cabernet Sauvignon (x8) | 0.8 (0.1 each) | 1 | 8 bottles of red wine made from red grapes. Bitter. Paired best with peppered red meats. Makes you Drunk. This item is Consumable. |
Rectified Spirit | 0.1 | 1 | Liquid mistakes in a bottle. A single potent bottle of highly concentrated ethanol which, due to its purity, will remain ever clear. Good for disinfecting wounds any number of times, strong enough to make a dwarf black out, and to get a giant tipsy. This item is Consumable. |