Alcoholic Beverages
The alcoholic beverages are presented in alphabetical order.
Deuterium-pyro
This alcoholic beverage, favored amongst ruffians, features a terrible flavor and strong aftertaste. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check, attack roll, or saving throw using Strength. At the end of the high, the creature must succeed on a DC 14 Constitution saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check, attack roll, or saving throw using Strength. At the end of the low, the creature must make a DC 14 Wisdom saving throw to resist addiction.
Mummergy
Mummergy is a strong-smelling liquor derived from a plant of the same name. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check, attack roll, or saving throw using Intelligence. At the end of the high, the creature must succeed on a DC 14 Constitution saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check, attack roll, or saving throw using Intelligence. At the end of the low, the creature must make a DC 14 Wisdom saving throw to resist addiction.
Novanian Grog
This grog features a pungent odor and a strong kick. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that increases their current and maximum tech points by 2d3. At the end of the high, the creature must succeed on a DC 14 Constitution saving throw or experience a low that lasts 10 minutes, their current and maximum tech points are reduced by 2d3. At the end of the low, the creature must make a DC 14 Wisdom saving throw to resist addiction.
Raava
Raava is a traditional liquor breed from zsajhira berries. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check, attack roll, or saving throw using Dexterity. At the end of the high, the creature must succeed on a DC 14 Constitution saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check, attack roll, or saving throw using Dexterity. At the end of the low, the creature must make a DC 14 Wisdom saving throw to resist addiction.
Spicebrew
Spicebrew, a popular drink across the galaxy, is a tanned alcoholic beverage topped with foam. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that increases their current and maximum force points by 2d3. At the end of the high, the creature must succeed on a DC 14 Constitution saving throw or experience a low that lasts 10 minutes, their current and maximum force points are reduced by 2d3. At the end of the low, the creature must make a DC 14 Wisdom saving throw to resist addiction.
Tihaar
This colorless spirit, favored by Mandalorians, burns the mouth and throat when consumed. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check or saving throw using Constitution, and at the start of each of the creature's turns it gains 2d3 temporary hit points. At the end of the high, the creature must succeed on a DC 14 Constitution saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check or saving throw using Constitution, and for the duration their current and maximum hit points are reduced by 2d3. If this would reduce your maximum hit points below 1, it instead becomes 1. At the end of the low, the creature must make a DC 14 Wisdom saving throw to resist addiction.
Tsiraki
Tsiraki is a blue-colored alcoholic beverage crafted from fermented salakberries and pickling spices. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check, attack roll, or saving throw using Charisma. At the end of the high, the creature must succeed on a DC 14 Constitution saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check, attack roll, or saving throw using Charisma. At the end of the low, the creature must make a DC 14 Wisdom saving throw to resist addiction.
Vayerbok
Vayerbok is a thick, green, vegetable-based alcoholic beverage typically served hot. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check, attack roll, or saving throw using Wisdom. At the end of the high, the creature must succeed on a DC 14 Constitution saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check, attack roll, or saving throw using Wisdom. At the end of the low, the creature must make a DC 14 Wisdom saving throw to resist addiction.