Author Topic: Spice *** DRAFT ***  (Read 7929 times)

GM Craig

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Spice *** DRAFT ***
« on: November 05, 2015, 03:43:02 PM »
In case it comes up...

(this list is not exhaustive)

Spice

There are many different kinds of spice, some mined varieties, others special blends. The following is a list of some of the most common spices, their effects, costs, rarities, and their illegality.

Spices have availabilities, just like all items. This indicates how legal the spice is, and how hard it is to get ahold of it. Costs are ballpark generalizations, as dealers prices fluctuate drastically throughout the galaxy, even from two dealers in the same city.

When consumed, Spice makes an attack against a character?s Will Defense. If the attack succeeds, the character becomes addicted to the Spice, suffering a ?2 penalty to all skill checks, ability checks, and defenses until he gets his fix. Breaking the addiction requires the character to not use spice for two weeks, at which point the penalty will increase to ?5. After two more weeks, the penalties vanish, and the character is no longer addicted. However, if he takes that kind of spice again, he is automatically readdicted. Some spices may have additional withdrawal symptoms.

Spices are used in a variety of different ways. How a spice enters your body affects how long it takes to affect you.

Ingested: 1d8 rounds.
Under the tongue: 1d4 rounds
Inhaled: 1d4 rounds.
Injected:
   Femoral Artery: 1d10 rounds
   Femoral Vein: 1d8 rounds
   Brachial Artery: 1d6 rounds
   Brachial Vein: 1d4 rounds
   Jugular Vein: 1d4-1 rounds
   Carotid Artery: instantly
   Heart: 1d2 rounds
Topical: 1d4 rounds
« Last Edit: November 05, 2015, 05:23:45 PM by GM Craig »

GM Craig

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Re: Spice
« Reply #1 on: November 05, 2015, 03:45:04 PM »
Andris
Andris is a common spice used both as a preservative for foodstuffs and as a sensory enhancement. When first mined, Andris is a tan, crumbling cake, suitable for preventing the spoilage of food. It can be refined into a white, crystalline powder which enhances the spicer?s senses. It can be even further refined into a highly addictive stimulant. The first two incarnations of Andris are perfectly legal, the third is not.

Andris, Stage One Refined
Availability: Common, Licensed
Will attack bonus: +5
Method: Inhaled, Ingested
Bonus: +1D Perception
Penalty: 1D on all Initiative rolls
Duration: Thirty minutes

Andris, Stage Two Refined
Availability: Rare, Illegal
Will attack bonus: +15
Method: Injected, Ingested
Bonus: +2D to Perception
Penalty: -2D penalty to all Initiative rolls
Duration: Thirty minutes

GM Craig

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Re: Spice
« Reply #2 on: November 05, 2015, 03:47:30 PM »
[Need to clean this up.]

Carsunum Black Spice
Model: Black Sevari Spice
Type: Physical-enhancing drug.
Cost: 1,000 per dose
Availability: 4, X
Game Notes: Carsunum users become more intelligent, faster, stronger, and generally more able. Users also experience a mild euphoria and increased confidence. This benefit has a dark side: after the effect wears off, users become listless, sometimes poisoned, and occasionally overdose fatally. Carsunum increases all abilities and skills by +1D for 1D hours. At the end of the effect, the user takes 1D damage for each hour under the influence (the carsunum bonus cannot be applied). Force skills and bonuses from Force Points are decreased by -1D per dose for the appropriate period.

Carsunum
A rare and highly illegal spice mined on Sevarcos, Carsunum provides boosts to mental and physical abilities, but can also cause side effects ranging from jitters to death.
Availability: Rare, Illegal
Will attack bonus: +10
Method: Inhaled, Ingested
Bonus: All attributes +1D
Penalty: None.
Duration: Thirty minutes
Special: After its duration has expired, roll a d6. The resulting number indicates how many levels of injury the spicer takes. 1 is stunned, 2 is wounded, 3 in wounded twice, 4 is incapacitated, 5 is mortally wounded and 6 is killed.
« Last Edit: November 05, 2015, 06:20:27 PM by GM Craig »

GM Craig

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Re: Spice
« Reply #3 on: November 05, 2015, 03:48:21 PM »
Crash n? Burn
A designer spice, Crash n? Burn mixes stimulant and depressant spices in search of the ultimate high. It is less then successful.
Availability: Uncommon, Restricted
Will attack bonus: +10
Method: Injected
Bonus: Dexterity and Knowledge: +1D
Penalty: Strength and Perception: -1D
Duration: Thirty minutes

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Re: Spice
« Reply #4 on: November 05, 2015, 03:49:47 PM »
Elixir of Infatuation
Not technically a spice, the Elixir of Infatuation is brewed by Zeltrons, mostly for offworlders who wish to obtain the affections of others. The elixir is imbibed, and once it does, it causes intense feelings of infatuation, and even lust, toward the first creature he or she sees after drinking the concoction.
Availability: Specialized, Restricted
Will attack bonus: +10
Method: Ingested
Bonus: +1D to all Persuasion checks made against target of infatuation
Penalty: -2D to Will and any opposed rolls made against target of infatuation
Duration: 1d4+1 hours

GM Craig

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Re: Spice
« Reply #5 on: November 05, 2015, 03:50:44 PM »
Glitterstim Spice
Model: Kessel Glitterstim Spice
Type: Telepathic booster drug
Cost: 6,000-10,000 per dose
Availability: 4, X
Game Notes: Glitterstim is sealed into slim black cylinders.To activate the spice, one pulls back the opaque outer
wrapper, exposing the inert glassy fibers of the spice to the light. As the spice reacts to the light, scintillating and
glowing from within, it ripens. When the transparent fibers glow a pearlescent blue, they are ready to consume. The
consumer takes the spice orally, which dissolves in his or her mouth with a crackling and faint show of tiny sparks.
Characters imbibing glitterstim are considered Forcesensitive for 10 rounds. During this time, they can read
the surface thoughts of a target person. This functionslike the Receptive Telepathy Force power, except that the
user is restricted to using his or her Perception to make the difficulty roll. Those who already have the Force power derive no benefit from using gitterstim.
« Last Edit: November 05, 2015, 06:02:16 PM by GM Craig »

GM Craig

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Re: Spice
« Reply #6 on: November 05, 2015, 03:51:17 PM »
Glitteryll
Made by feeding spice spiders ryll spice, glitteryll has the odd effect of removing a person?s memories. Some people pay surprisingly well to have their memories erased for a time. . . and others pay even more to erase them permanently.
Availability: Rare, Illegal
Will attack bonus: +15
Method: Ingested
Bonus: None.
Penalty: None.
Duration: Varies
Special: When this spice is taken, the character loses a random memory for 2-8 hours. If the character is given a large enough dose of glitteryll, the memory loss affects nearly all of their memories, and is permanent.

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Re: Spice
« Reply #7 on: November 05, 2015, 03:52:46 PM »
Giggledust
Giggledust is the name given to the spice mined from the moons of Naboo. Once refined, it grants the user a sense of euphoria, triggering uncontrollable giggles. It also speeds up reaction times, allowing the spicer to act and react faster then normal. Giggledust is a fine, red-orange power, and is inhaled.
Availabilty: Common, Restricted
Will attack bonus: +5
Method: Inhaled, Ingested
Bonus: +2D bonus to Initiative
Penalty: -2D penalty to all knowledge and technical skills.
Duration: Thirty minutes

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Re: Spice
« Reply #8 on: November 05, 2015, 03:54:31 PM »
Gunjack
This spice can turn most anyone into a rampaging, berserk killing machine, with almost no reasoning capacity whatsoever. It is highly illegal, though it sees wide use in equally illegal gladiatorial arenas, combat sport events, and as a battle drug by certain mercenary units.
Availability: Rare, Illegal
Will attack bonus: +5
Method: Ingested, Injected, Inhaled
Bonus: Strength +2D
Penalty: Knowledge, Perception -1D
Duration: Ten minutes
Special: While under the effects of this spice, the character automatically fails any Knowledge or Technical check, or any skill checks based on those attributes. The character cannot speak, aside from inarticulate growls and cries of rage. The character cannot do anything but attack any being it can perceive, and may only make unarmed attacks or attacks with melee or natural weapons.

GM Craig

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Re: Spice
« Reply #9 on: November 05, 2015, 03:57:07 PM »
[OOC: A Favourite of mine from Star Wars: Galaxies - as a Rifleman I made frequent use of Muon Gold.]

Muon Gold
A favorite of unscrupulous doctors, researchers, scientists, and intellectuals, Muon Gold increases brain function and creativity. It is banned under Old Republic, Imperial, and New Republic law for long-term risk of permanent brain damage.
Availability: Rare, Illegal
Will attack bonus: +15
Method: Injected
Bonus: Knowledge and Technical +2D
Penalty: Strength and Dexterity -2D
Duration: Thirty minutes
Special: Every time this spice is used, make an attack against the character?s Strength, using the spice?s Will attack bonus. If the attack succeeds, the character permanently loses one pip from either Knowledge or Technical.

GM Craig

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Re: Spice
« Reply #10 on: November 05, 2015, 04:01:09 PM »
Neutron Pixie
A fine powder, usually ingested with a light fruit flavor, this spice increases the body?s physical toughness. . . for a time.
Availability: Rare, Illegal
Will attack bonus: +15
Method: Ingested, Injected, Inhaled
Bonus: STR +2D
Penalty: -1D Dexterity and Knowledge
Duration: Thirty minutes
Special: When its duration expires, every round for 10 rounds, the character rolls 1d6. One a roll of 1-2 nothing happens. On a roll of 3-4, the character is stunned. On a roll of 5-6, the character takes a wound.

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Re: Spice
« Reply #11 on: November 05, 2015, 04:01:58 PM »
Pyrepenol
When mined and concentrated into a pill, Pyrepenol drastically increases physical strength. However, the endorphins released, combined with the Spice?s own chemical interactions cause a loss of general motor control and mental function.
Availability: Common, Licensed
Will attack bonus: +5
Method: Ingested
Bonus: Strength +2D
Penalty: Dexterity, Knowledge, Perception -1D
Duration: Ten minutes

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Re: Spice
« Reply #12 on: November 05, 2015, 04:03:24 PM »
Sedative H4b
This medical sedative is technically a spice, used on many frontier worlds where more sophisticated medical drugs are unavailable or highly expensive. Its depressive properties also cause it to be used recreationally more then is probably healthy.
Availability: Prevalent, Licensed
Will attack bonus: +5
Method: Injected
Bonus: +3D to resist the effects of injury
Penalty: -1D to Dex and Perception
Duration: Thirty minutes

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Re: Spice
« Reply #13 on: November 05, 2015, 04:05:49 PM »
Sweetblossom
Sweetblossom is made from the Sweetblossom plant. This thick liquid is ingested, increasing a person?s physical vitality and hardiness but dulling their thoughts. It also has some use as a truth serum.
Availability: Common, Licensed
Will attack bonus: +5
Method: Ingested
Bonus: +2D to Strength for damage resist rolls.
Penalty: Perception and Knowledge -1D
Duration: One hour
Special: -3D to all attempts to decieve (i.e. Con) and -2D to all attempts to conceal a truth.

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Re: Spice
« Reply #14 on: November 05, 2015, 04:07:47 PM »
Yarrok
This spice is derived from the root juices of the Yarrok plant. The juices are mixed with chemicals to trigger crystallization. The resulting Yarrok crystals are placed underneath the spicer?s tongue, absorbing into the bloodstream. Yarrok spice enhances and expands a person?s mind, and is a favorite of intellectuals and thinkers who can?t afford Muon Gold.
Availability: Common, Licensed
Will attack bonus: +5
Method: Ingested (Under the tongue)
Bonus: Knowledge and Perception +1D
Penalty: -2D to STR to resist damage
Duration: Thirty minutes