Every time you do drugs, roll Resilience concurrently with the first roll using the drug's effect. The Difficulty of it starts at easy, increases by 1 per every dose, and is upgraded with every Dark Pip generated on the first roll, or per Force die committed to that roll. A Despair or Three Threats on that Resilience roll makes you addicted if you haven't been, overdosed if you have been addicted. If you generate a Despair and 3 Threat, or Two Despair, or 6 Threat, you die. Addiction adds additional 1 Dark Pip to any drug use, regardless of doses. Overdosing has various outcomes. Addictions are tracked separately for each drug for the purpose of overdosing, but the +1 Dark Pip applies regardless if the drug you take is new.
Types:
Semuta
Must be smoked, ingested or IV-administered, requires a time slot of relative inactivity (initiating no rolls except for Resilience roll in reaction to the drug and Force Powers rolls listed below) in a relaxing environment and the presence of calm, artful music provided by another. All strain, and wounds equal to Intellect+Willpower are healed regardless of other healing efforts. The effects of one critical injury of severity 2 or less can be ignored for the next day. For Sense and Foresee rolls this generates 1 Dark Pip, plus 1 per additional dose.
Sapho
Must be imbibed, leaves a largely irremovable stain on the lips, especially after multiple use. Once a day, it grants a Force Die to all Intellect-based and Battle Meditation rolls for the next 2 timeslots, plus one slot per every additional dose.
Elacca
Must be ingested or IV-administered. It turns the skin colour orange. For the next time slot, the character auto-passes all Fear rolls and gets a Force Die to all Brawl or Melee attack rolls per dose. They cannot use any kind of modification of their soak or defence other than from Brawn+Armor. They suffer a setback per dose on all rolls for the next day.
Ailar
Must be smoked or ingested. For the next time slot it adds 1 Dark Pip per dose to Presence and Cunning rolls that can be changed into a success or advantage, or to Influence or Farsight Force Powers. Polluted Ailar doubles the negative effect of every Dark Pip.
Melange
Must be ingested, imbibed, or breathed in. Once a day, it grants one Light and one Dark Pip per dose to the rolls for the timeslot, or one Force Die to any Force mechanic available to the character - to roll or commit. In rare cases the GM can allow a temporary access to the Basic Force Power otherwise unavailable to the character. Next doses can be used to either multiply the effect or to extend the effect by another timeslot.