Illicit Substances & Addiction
by
Finley Vorden
Brimsalt
Brimsalt is a crystallized mineral scraped from volcanic vents in the Eldeann Mountains. It can be crushed and rubbed on one’s gums, or mixed with water and swallowed. Consumption of Brimsalt provides an explosive rush of energy and strength, though it burns through the body's reserves rapidly.
Brimsalt Grants a +3 to Might or Swiftness rolls for 1d4 Rotations (in combat) or approximately 30 minutes. When effects end the user automatically gains the Tired Tribulation, struggling to perform any activity.
Addiction: After its third use, roll Endurance when attempting physically demanding tasks without Brimsalt. Failure means you can only roll half your Might dice (rounded up) until using again.
Kethril
Kethril is derived from the purple-veined kethril mushroom, often found in bog or swamp regions. It can be chewed raw or brewed into a bitter coffee/ tea. Consumption of Kethril heightens a user's sensory perceptions and provides a feeling of euphoria, though this is often followed by paranoia and auditory hallucinations.
Consumption of Kethril Grants +2 dice to Awareness rolls for 2d4 Rotations (in combat), or approximately 1 hour. When these effects end the user must succeed on an Endurance Challenge Roll or gain the Impaired Tribulation for 1d6 Rotations, hearing auditory hallucinations for the duration.
Addiction: After third use, roll Endurance each session when abstaining. Failure means -1 to all rolls until you use again.
Nethsap
Nethsap is a sticky black resin tapped from nethwood trees common to southern forests. It can be heated and inhaled as smoke, or dissolved and applied to the gums. Consumption of Nethsap slows the user's perception of time, providing intense focus but dulling physical reflexes.
Consuming Nethsap Grants +2 dice to Sage and Power rolls for 2d6 Rotations (in combat) or approximately 2 hours, but imposes -2 dice to Might & Swiftness rolls and causes slow responses to conversation.
Addiction: After fourth use, roll Endurance each time you rest. Failure means mental fog prevents one from regaining benefits from that rest (such as the removal of the Tired Tribulation) until you use again.
Voshen Powder
Voshen Powder is ground from the dried petals of voshen flowers that bloom under moonlight in the deserts. It can be snorted, or dissolved in liquid and drunk. Consumption of Voshen Powder dulls pain and fear, creating a sense of invincibility and reckless confidence that leads users to take dangerous risks.
After consuming Voshen Power, one can ignore the effects of a single Tribulation (except for Unconscious) for 1 Sequence and gain +1 to Endurance rolls (in combat), or feel bold and fearless for approximately 1 hour (outside of combat). When these effects end, lose 2d4 Life Points.
Addiction: After fifth use, roll Endurance when facing danger without voshen. Failure imposes the Intimidated Tribulation.
Breaking Addiction
Overcoming addiction requires time and willpower. When a character decides to break their addiction, they enter a withdrawal period. This withdrawal period lasts a number of in-game days equal to their Endurance Trait. During withdrawal, the character suffers penalties as their body and mind crave the substance:
Physical Withdrawal (Brimsalt, Voshen Powder): The character can only roll half their dice (rounded up) for all physical Traits (Might, Endurance, Swiftness, Survival). They also gain the Tired Tribulation, which cannot be removed until withdrawal ends.
Mental Withdrawal (Kethril, Nethsap): The character suffers -2 to all mental and social Traits (Awareness, Charm, Sage, Subterfuge, Power). They experience mood swings, difficulty concentrating, and emotional instability in roleplay.
If a character is addicted to multiple substances, they suffer both penalties.
At the end of each day during withdrawal, the character must make an Endurance roll to resist relapse. Failure starts them over from square one.