Your Turn
1) move up to 5 spaces or 10 if you take a sip of your energy
2) make an attack or perform an action by rolling a dice, if you're attempting something your character is skilled at add 2 to your roll
3) take a sip of the appropriate drink based on your actions
4) if your energy is empty you will have -4 on any roll you make
4.1) if your health is empty you are close to death retreat to a healer or use your turn to drink some iced tea (healing)
Your Role
1) Fighter (plus 2 to intelligence rolls)
you are skilled with basic weapons and have good armor (attack rolls under 14 wont hit you)
2) Rogue (plus 2 to dexterity rolls)
You are stealthy, can easily sneak into places and are good at lockpicking
3) Spellcaster (plus 2 to wisdom rolls)
You can cast Fireball, Shield, Fly and detect magic although doing so will require you to take a sip from your energy
4) Barbarian (plus2 to strength rolls)
You are strong and if you chose to drink your entire energy shot on your turn you will have plus 5 to any attack roll for your turn
5)Performer (plus 2 to charisma rolls)
you are the support to the team, you may not be great at fighting but by taking some sips of energy to perform you can give all teammates around you an extra point to any rolls they make, You are also skilled at talking your way out of a fight.
6) Healer (plus 2 to Constitution rolls)
you are also a spellcaster but you can heal the team better than drinking Iced tea can at the cost of some of your energy