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dingleweed

Leaves from the dingleberry plant are dried and rolled into a tobacco-like substance and smoked. Dingleweed has two variants, the regulated medicinal variant, and the dubiously legal street variant. The medicinal variant is often used to treat Glaucoma and chronic pain.

Mechanics & Inner Workings

  • Classification: Medicinal, Recreational
  • Initial: The initial effects vary slightly.
Med: Your mind is foggy. You take -1 point of Intelligence damage. Rec: Your mind numbs. You take -2 points of Intelligence damage.
  • Secondary: The secondary effects vary slightly.
Med: You gain a +2 bonus to Strength for 1d3 hours. Rec: You gain a +2 bonus to Strength for 1d4 hours.
  • Side Effects: Creatures under the effect of dingleweed are easily confused and act skittish (treat as shaken). They are also hungrier, and require 50% more food to be satisfied.
  • Overdose: None.
  • Withdrawal Effects: Your thoughts are too clear, and give you headaches. You take a -1 penalty on all skill checks.
  • Junkie: Your intentions are harder to gauge while under the effects of Dingleweed, and the drug conceals your alignment from all forms of divination.
  • Transform: No.
DA ACS
1d4 4
Item type
Drug / Narcotic / Medicine
Base Price
10gr/1gr

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