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OSR: Cooking Rules: Nothing like a home-cooked meal

  • seeroftheabyss
  • 11 hours ago
  • 5 min read

Here are some rules for cooking. They are based heavily on these rules and inspired by Skerple's Eating the Monster Manual and Eating the Veins of the Earth, as well as a post by Cacklecharm that I cannot remember exactly.

from Shokugeki no Soma (Food Wars!)
from Shokugeki no Soma (Food Wars!)

There are two kinds of rests in my games- Long and Short.


Long Rests take 8 hours and require food as well. If you have no food, you cannot rest.


Short Rests, also called lunch/meal breaks, are when the party stops for a bite to eat. They take 1 hour and enable you to recover FS, but not HP, unless magic is involved. They require you to eat food as part of the rest.


Eating food restores Fighting Spirit (FS). This is the intangible part of your HP, it's your fighting spirit, your luck, your kung-fu. Depending on the quality of the food, ingredients and the skill of the chef, the more FS it restores.


To prepare food, you must succeed on a Cooking Check. The base DC of this check is 10 and varies depending on the following modifiers.


Cooking Check Modifiers:

- You have fire or a stove (-1)

- You have utensils (-1)

- You have pots and pans (-1)

- You have spices (-1)

- You have water (-1)

- You have fresh ingredients (-1)

- The person primarily preparing the dish (rolling the Check) is a skilled cook (-X, where X is the number of ranks they have in the Cooking skill)

- You are cooking with a rare, difficult to use ingredient (+1)

- You are cooking with a poisonous ingredient (+1)

- You are using ingredients preserved for travel, e.g. dried, dehydrated, pickled (+2)

- You are cooking with a magical ingredient (+2)

- You are attempting to cook a Fine meal (+2)

- You are attempting to cook an Exquisite meal (+4)


If you fail a Cooking Check, the ingredients or food you used is wasted. Eating it restores 1d4 FS.


There are three qualities of Meals:


Poor, Basic, Fine and Exquisite.


Poor Meals are not true meals at all, requiring no cooking. If you scarf down a ration while on the road or while crouched around the last few embers of your campfire, that is a Poor meal. Poor Meals heal 1d6 FS.


Basic Meals require a minimum of 2 ingredients and cooking. They take a minimum of 1 hour to prepare or the length of a Short Rest. Basic Meals heal 1d8 FS.


Fine Meals require a minimum of 4 ingredients and cooking. One of these ingredients must be rare, fresh or magical. Fine Meals require at least 2 hours to prepare. A Fine Meal restores 1d10 FS.


Exquisite Meals require a minimum of 10 ingredients. Half of these ingredients must be rare, fresh or magical. Exquisite Meals require 1d4+2 hours to prepare. An Exquisite Meal restores 1d12 FS.


Note that leftovers from meals do not provide the same benefits and count as normal rations or a Poor Meal.


High quality or magical ingredients can also provide additional bonuses, granting more FS than normal ingredients.


If the person doing or supervising the cooking has the Cooking Skill, he or she may add their Cooking skill modifier to the amount of FS regained.


Butchering:


If you kill a creature and butcher it, preparing the meat, you can divide it into a number of portions. Each portion is equivalent to a Ration.


A butchered corpse provides a number of Rations equal to 2 + HD. So a 1 HD Deer will give you 3 Rations, a 6 HD Buffalo will give you 8 Rations and a 8 HD Elephant will give you 10.


Does this mean that a small party of adventurers could feed themselves by exclusively killing and eating towns-people, drifters and criminals? Yes, it does. However, it should be noted that eating your own species will turn you into a Ghoul and eating the flesh of intelligent creatures not belonging to your own race will turn you into a Wendigo. It's also extremely taboo, for the above reason as well as others.

What's on Tap tonight?


Light Alcohol, defined here as beer, ale or mead, restores 1d4 FS if consumed.


Wine restores 1d6 FS if consumed.


Hard liquor (brandy, cognac, whiskey, etc.) restores 1d8 FS if consumed.


Each alcoholic beverage a character consumes gives them 1 point of Drunkenness. A creature has a Tolerance for Alcohol equal to his CON modifier. So a Human with 16(+2) CON can drink 2 alcoholic beverages without suffering any ill effects.


However, for each point of Drunkenness past this, drinking more Alcohol causes a creature to exceed their Tolerance for Alcohol. Once past this point, for each drink, a character takes 1d6 points of COG damage. The character also does +X melee damage but suffers a -X penalty to any roll based on precision, control or Dexterity, such as shooting a ranged weapon, using magic, picking a lock, performing an acrobatic feat, etc.


If a character is reduced to 0 COG by drinking, that character becomes an NPC for the rest of the day or until the alcohol leaves their system. Generally, a human will process all the alcohol in his system within 8 hours, while a Dwarf will be able to do that in four.


Drunken characters should act like they normally do but with less fear or impulse control. If the player doesn't know, roll on the table below to find out how they are drunk.


You are a...


1d8

1- Happy Drunk. You're just a happy, cheerful fellow when you get smashed. The life of the party, if you weren't already.

2- Sad Drunk. You're sad when potted as it reminds you of all your previous mistakes. All the wasted years.

3- Thoughtful Drunk. You become introspective when drunk, asking big questions and starting debates with other drinkers.

4- Angry Drunk. The hell you looking at? You get angry easily and will start fights with people over the littlest provocation.

5- Flirty Drunk. You become much more sultry and will flirt with anyone you find even remotely attractive.

6- Butterfly Drunk. You become a chatty Kathy, talking to anyone and everyone about whatever comes to mind.

7- Reckless Drunk. You feel invincible when drunk. You could totally jump between these two buildings- just watch.

8- Drunk in Denial. No matter how much you drink, you insist you aren't drunk.

If in a civilized area, the character should attempt to escape unless the party are going to do something fun. If he does so, roll on the Carousing table to see what drunken misadventure he gets into. If in the wilderness or a dungeon, he makes the "best" decision he can, based on his drunken logic.

from Shokugeki no Soma (the anime)
from Shokugeki no Soma (the anime)

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