Rush is an illegal blue powder made from crystal dust. It makes a person strong and fast for a short time. Then it burns them out. The Vesper Syndicate sells it on every world.
Taking a dose of Rush takes a Bonus Action. A dose lasts 1 minute.
Rush twist (street Rush). Cost: 3 Marks. Effect for 1 Minute: Your Speed increases by 10 feet. You have Advantage on Strength checks and Strength saving throws. Your melee attacks deal an extra 2 damage.
Pure Rush (Syndicate grade). Cost: 2 Crowns. Effect for 1 Minute: As a Rush twist. You also gain 2d6 Temporary Hit Points and can't have the Frightened condition.
A second dose taken while a dose is active gives no extra benefit. It does make the crash worse.
Class features that give Rush, such as Rush Dose and Rush Shot, follow their own text. A dose from them still counts for the overdose and habit rules below.
When a dose ends, you gain 1 Exhaustion level. For each extra dose you took while it was active, you gain 1 more.
If you take a third dose within 1 hour, make a DC 15 Constitution saving throw. On a failure, you take 4d10 Poison damage and have the Poisoned condition for 1 hour. If this damage drops you to 0 Hit Points, you are dying. Each more dose in that hour repeats the save, and the DC rises by 2.
Users who take Rush often get a habit. A habit has three levels. Track your level in your notes.
Gaining a Level. When you take a dose and you already took one in the last 7 days, make a DC 12 Constitution saving throw. On a failure, your habit goes up by 1 level, to a maximum of 3.
Craving. If you have a habit and go 24 hours without Rush, you are craving. You stay craving until you take Rush or until you finish a Long Rest with no Rush in the last 24 hours. While craving, you have these effects for your habit level.
1. Effects While Craving: You have Disadvantage on Wisdom checks and Wisdom saving throws.
2. Effects While Craving: As level 1. Your hands shake, so you also have Disadvantage on attack rolls with ranged weapons and on Dexterity (Sleight of Hand) checks.
3. Effects While Craving: As level 2. Your Hit Point maximum is reduced by your level, even when you are not craving. A Long Rest does not remove Exhaustion from a Rush crash.
Signs. Users get blue stains on their lips or fingers, talk fast and have shaking hands. A creature can spot these signs with a DC 12 Wisdom (Insight or Medicine) check.
Time. At the end of each 7 days with no Rush, make a DC 12 Constitution saving throw. On a success, your habit goes down by 1 level.
Care. If a creature with proficiency in Medicine or a healer's kit looks after you for those 7 days, you have Advantage on the save. The Order hospitals on Ashfall treat Rush users.
Magic. The Lamp Cleanse spell ends craving for 24 hours. The Deep Lamp Cleanse spell lowers a habit by 1 level.
Rush is illegal in Dominion and Union space. Carrying a few doses brings a fine of 10 Crowns. Carrying more can bring prison. Syndicate and Compact ports do not care.