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(Used with permission from Shaun Hately aka Dreadnort)
|Ability Check:||HERBALISM -5|
DescriptionWARNING: THIS DESCRIPTION IS FOR GAME PURPOSES ONLY. DO NOT, UNDER ANY CIRCUMSTANCES, USE ANY OF THE HERBS ON THIS WIKI FOR ANY REAL LIFE PURPOSE WITHOUT CONSULTATION WITH AN EXPERT ON HERBS AND THEIR EFFECTS.
The tahac weed is a pale green in colour. If gathered and dried for one week it will form a powerful narcotic which may be smoked. For 2d10 minutes after smoking the persons insight is increased (+1 to Intelligence), but for 1d4 hours after this, a state of distortion ensues and the recipient Intelligence and Psychic Talent drop by 2 from their normal levels. Prolonged use causes the user to collapse into an almost dreamlike trance. The plant is used in large amounts by the people of the Rathurbosk Bridge*.
NOTE: THIS HERB IS HIGHLY ADDICTIVE. REPEATED USE IS VERY UNWISE.
Chance of Overdose
If a 20 is rolled on the ability check when administering this herb, the recipient will overdose. Overdose will also occur if tahac is smoked more than once in a 24 hour period. Anyone who overdoses will become insane. See pages 55-61 of Book 5 for details on insanity.
Addiction and Withdrawal
Addiction may occur if tahac weeds are smoked more than once in a two week period. The chance of addiction begins at one in six, but increases by a further one in six each time the herb is used during that two week period.
A tahac addict is extremely lethargic, and finds it very hard to get excited or involved about anything, except another dose of the herb. Their Intelligence and Psychic Talent scores are 1 point lower than normal unless they have smoked tahac in the previous two days. An addict experiencing withdrawal will smoke the herb at any opportunity, unless they make a successful check versus Psychic Talent. A successful check allows them to suppress the craving for 2d6 hours, although they still suffer the Intelligence and Psychic Talent penalties.
Recovery From Addiction
A tahac addict who manages to do without the herb for more than a month will no longer suffer the Intelligence and Psychic Talent penalties, although they will still use the herb at any opportunity unless they make their Psychic Talent check as described above. At this stage, though, a successful save will suppress the craving for 1d4 days. If an addict manages to go an additional 2 months (a total of 3 months) without the herb they will no longer experience this craving. Any use of the herb, after being addicted, will instantly readdict the person.
Latest page update: made by JumpingJiminy
, Mar 8 2009, 6:36 AM EDT
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