
More importantly, however, is the fact that while under the influence of githweed, a person's psionic activity slows to such a point that they are able to resist psionics better than normal; essentailly, in game terms, they have a Closed Mind. This makes mind-linking them with very difficult -- which certainly agitates Templars. Eventually, githweed addicts are driven to theft, petty crime and even mugging in order to obtain more money to support their githweed use. In addition, they begin to bear the unmistakable signs of their addiction; brown stained teeth, raw, sore mouths and throats, a reduced sense of smell and taste, problems with simple memory and learning abilities, as well as loss of coordination.
It is not uncommon to find githweed addicts stumbling throughout the back alleyways and slums of the markets, confused, belligerent, and crazed. They become a nuisance, as Templars attempt to enforce the laws prohibiting githweeds’ use, but are reluctant to imprison the addicts because they are unproductive in either the brick pits or labor camps, and are extremely difficult to control psionicly; they are only a drain on already limited resources of food, supervision and money.
Githweed
Type: Ingested, Fort DC 10, addictioin DC 20
Side Effects: The user of githweed gains the feat Closed Mind for the duration of the primary effects.
Primary Effects: After 1d6 rounds, the user slips into unconsciouness for 1d6 hours.
Secondary Effects: The user becomes catatonic for 1d4 hours
Overdose: The user slips into a coma for 1d20 hours, reducing their hit points to 1. All lost hit points must be regained.
Slaking Period: 1 Day
Spiral Damage: 1d4 Dex, 1d2 Int, 1d2 Wis, 1d6 Cha, 1d2 Con
Craft: -
Price: 2 bits; price may vary