Consumption
Consuming substances offers powerful temporary boons in the form of a high, potentially offset by a subsequent low. Additionally, consuming substances regularly risks addiction, which reduces the efficacy of substances until a creature abstains from using them.
Highs and Lows
Each substance offers a high followed immediately by a potential low. For the duration of the high, a creature might gain a bonus to an ability score, temporary force or tech points, or some other boon. Immediately when the high ends, the character must succeed on a saving throw depending on the substance or suffer a longer-lasting low, which reverses the effects. The high and low varies depending on the substance consumed, and the duration of the high and low vary based on the rarity of the substance consumed, as determined in the item's description.
A creature can only benefit from one substance at a time. If a creature consumes an additional unit of a substance, while currently experiencing a high or a low, they must immediately make a saving throw to resist the effects of addiction before applying the benefits of the consumed substance. Consuming a substance while experiencing a low immediately ends the low, but any time remaining in that low is added to the duration of the low of the additional consumed substance.
Addiction
Consuming substances regularly also risks becoming addicted to a substance. When the low of a substance ends, a creature must make a saving throw, determined by what substance they are coming off of, as determined in the substance's description. Addiction is measured in six levels. An effect can give a creature one or more levels of addiction, as specified in the effect's description.
Addiction Level
| Level | Effect |
|---|---|
| 1 | The duration of lows is doubled. |
| 2 | The duration of highs is halved. |
| 3 | The duration of lows is quadrupled, instead of doubled. |
| 4 | The effect of highs is halved. |
| 5 | The effect of lows is maximized. |
| 6 | The effect of highs is minimized. |
Substances
| Item | Cost | Weight |
|---|---|---|
| Alcoholic beverages | ||
| Deuterium-pyro | 80 cr | .50 lb |
| Mummergy | 65 cr | .50 lb |
| Novanian grog | 70 cr | .50 lb |
| Raava | 95 cr | .50 lb |
| Spicebrew | 90 cr | .50 lb |
| Tihaar | 85 cr | .50 lb |
| Tsiraki | 60 cr | .50 lb |
| Vayerbok | 75 cr | .50 lb |
| Spices | ||
| Andris | 75 cr | .25 lb |
| Cilona | 60 cr | .25 lb |
| Giggledust | 80 cr | .25 lb |
| Glitterstim | 95 cr | .25 lb |
| Karrak | 90 cr | .25 lb |
| Muon gold | 65 cr | .25 lb |
| Yaladai | 70 cr | .25 lb |
| Yarrock | 85 cr | .25 lb |
If an already addicted creature suffers another effect that causes addiction, its current level of addiction increases by the amount specified in the effect's description.
A creature suffers the effect of its current level of addiction as well as all lower levels. For example, a creature suffering level 2 addiction has the duration of its lows doubled, and the duration of its highs halved.
An effect that removes addiction reduces its level as specified in the effect's description, with all addiction effects ending if a creature's addiction level is reduced below 1.
If a creature abstains from consuming a substance for 24 hours, they can make a Wisdom saving throw to reduce their addiction level by 1, provided they've completed a long rest during that 24 hours. The DC for the saving throw equals 10 + the creature's addiction level. On a success, their addiction level is reduced by 1. For instance, a creature suffering addiction level 3 can abstain from consuming any substance for 24 hours. If they do so, and they complete a long rest during that 24 hour period, they can make a DC 13 Wisdom saving throw. On a success, their addiction level is reduced to 2.
Availability
While alcoholic beverages are legal on most planets, spices are not. Whether or these items are readily available is up to your GM.