Glitterstim
Glitterstim is a potent spice that gives the user slight mental powers. Glitterstim is mined from Kessel by the inmates there. Any non-force user who takes Glitterstim gains the ability to use the force skill telepathy as if they had 4 ranks in it for the glitterstim’s duration. Force users gain a +4 bonus to all telepathy checks. Glitterstim’s cost, duration, and addiction DC depend on its quality.
Quality Cost Duration Addiction DC
A 2000 15 minutes 25
B 1500 10 minutes 20
C 1000 5 minutes 20
D 500 2 minutes 25
Ryll
Ryll is a derivative from a plant that grows on the planet Ryloth. Ryll has slight healing powers and also causes mild hallucinations. If a character uses Ryll they regain 1D12 VP and gain a +2 bonus to all charisma skills, but they also suffer a -2 penalty to all dexterity and wisdom skills. These effects last for 10 minutes. A dose of Ryll costs 500 credits. A character must succeed a Will save of 16.
Andris
Andris is gathered from the planet Sevarcos and is normally used as a flavoring but used in large quantities it increases a users sensations. Any character who uses Andris gains a +4 bonus to all listen, spot, and search checks for five minutes. A dose of Andris costs 500 credits. A character must succeed a will save of 25.
Carsunum
Carsunum is another spice that is gathered from Sevarcos. It is more rare than Andris and more powerful. Carsunum temporarily gives the character an increase to abilities but later causes the character to become very tired. Carsunum grants the character a +2 bonus to dexterity, strength, and intelligence for 5 minutes. After that the character loses 20 VP and suffers a -2 penalty to strength and dexterity for 10 minutes. A dose of Carsunum costs 1000 credits. A character must succeed a will save of 20.
Alcohol
There are many different types of alcohol in the Star Wars universe and all of them have the same basic effect all though some are stronger than others. All Alcoholic drinks give a penalty to dexterity skills since alcohol impairs a characters motor skills. alcoholic drinks give the character a bonus to fortitude and will saves, the character gains the fortitude save bonus since they are more resistant to pain than normal, they gain the will save since it is more difficult for others to mess with their mind since it is messed up by the alcohol. Characters drinking alcoholic beverages also gain a number of temporary vitality points since they are more resistant to pain. A character can drink a number of glasses equal to his base fortitude save before suffering the drink’s effects. The will save bonus doesn‘t apply to the addiction save.
Star Wars Drinks | ||||||
---|---|---|---|---|---|---|
Name | Dex Pen | Will/Fort Bonus | Temp VP | Cost | Addiction DC | |
Lomin-Ale | -2 | +2 | 1D6 | 25 | 10 (+1 per drink) | |
Lum | -2 | +2 | 1D4 | 20 | 10 (+1 per drink) | |
Whyren's Reserve | -4 | +3 | 1D8 | 35 | 15 (+1 per drink | |
Trooper's Breath | -6 | +5 | 1D10 | 35 | 15 (+1 per drink) | |
Halamad Prime | -4 | +2 | 1D8 | 20 | 10 (+1 per drink) | |
Dorian Quill | -3 | +3 | 1D6 | 30 | 12 (+1 per drink) | |
Lumni Spice Blend | -2 | +1 | 1D4 | 15 | 8 (+1 per drink) | |
Ord Mantellian Spice | -1 | +0 | 1D3 | 10 | 5 (+1 per drink) | |
The Exterminator | -5 | +4 | 1D10 | 45 | 15 (+1 per drink) | |
Dune | -1 | +0 | 1D3 | 1D3 | 10 | 8 (+1 per drink) |