If there is one substance that is more harmful to the health of beings throughout the galaxy than any other, it is the drug known as spice. Spice is found in the mines of Kessel and spreads throughout the galaxy thanks to the underhanded dealings of drug lords (chief among them, the Hutts, whose drug refineries on Ylesia produce massive amounts of spice). Citizens of the galaxy use several different kinds of spice, including varieties of medicinal spice, but the illegal varieties such as glitterstim and tempest are highly addictive and dangerous. Some forms of spice have visible side effects when used frequently, while others are almost impossible to detect without blood testing.
A being that is addicted to spice will frequently do anything to get more of it. Despite providing some low-level telepathic abilities, the negative effects of long-term spice use are far worse than the quick fix it provides. Spice addicts are usually paranoid
and have little to no control over their telepathic abilities; they frequently believe they can hear the thoughts of those around them, and that everyone is plotting against them. Spice-addicted beings usually suffer physical and mental breakdown if they do not get their daily dose of the drug, which simply increases their paranoia as well as desperation.
Losing one’s addiction to spice is no easy matter and
requires extensive rehabilitation. The process is often best done at special medical facilities designed to wean a user from the drug rather than remove it completely.
Vitality: Same as the character.
Speed: Same as the character.
Defense: Same as the character.
Damage: Same as the character.
Special Qualities: Same as the character.
Saves: Same as the character.
Abilities: Every day that a spice-addicted character does not consume some spice, he suffers a -1 penalty to all ability scores.
Skills: The character gains a +1 bonus to the Telepathy skill if he has no ranks in it, or a +2 bonus if he does. Additionally, the character gains a +2 bonus to the Empathy Force skill and may use this skill untrained and even without having the Force-sensitive feat.
Feats: Same as the character.
Mentor Special Ability
This is being put here as a god idea for later that, as of yet, has not a better home in my Star Wars stuff. The Mentor special ability is gained by those characters, usually Jedi, but not limited to them, who take on apprentices of some sort. Mentor implies that the character is very knowledgeable in their area of expertise, and also gifted in transferring that wisdom to their pupils. In effect, the party with a Mentor benefits from receiving double experience points then normal, thus allowing them to learn from the Mentor, and thus level up faster. The downside to this is that the Mentor, being obviously so learned and expereinced, has already done many things in the past. The cost for increasing the received expereince of thei allies is that the Mentor receives XP at the rate of only 3/4 usual. Also, only individuals who areof lower level then the Mentor can benefit from the Mentor ability.
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