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An Entity of Type : dbkwik:resource/0SyuwD7Khcb3lrqvBhhjng==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

This herb requires a Great Herbal Medicine roll or better to prepare. In its unprepared or improperly prepared state, it can be considered a potent neurotoxin. Once properly brought into a useable state, it is still quite hazardous. When ingested by a Mystic, Timonae, or Vollistan, it will enhance their innate psionic gifts considerably (Equating to, in rolled situations, a +2 bonus for a few minutes, from five to thirty). During this time, physical skills and coordination are heavily negatively effected. The body becomes too focused on the mental. Following this brief period of heightened power, all psychic effort becomes far more difficult (-2 to all psionic rolls for several hours). Fading to a mild buzzing headache (-1 to same rolls), for about five hours after.

AttributesValues
rdf:type
rdfs:label
  • Everlight
rdfs:comment
  • This herb requires a Great Herbal Medicine roll or better to prepare. In its unprepared or improperly prepared state, it can be considered a potent neurotoxin. Once properly brought into a useable state, it is still quite hazardous. When ingested by a Mystic, Timonae, or Vollistan, it will enhance their innate psionic gifts considerably (Equating to, in rolled situations, a +2 bonus for a few minutes, from five to thirty). During this time, physical skills and coordination are heavily negatively effected. The body becomes too focused on the mental. Following this brief period of heightened power, all psychic effort becomes far more difficult (-2 to all psionic rolls for several hours). Fading to a mild buzzing headache (-1 to same rolls), for about five hours after.
dcterms:subject
Difficulty
  • 4(xsd:integer)
Name
  • Everlight
Type
  • Herb
dbkwik:mu/property/wikiPageUsesTemplate
legality
  • 5(xsd:integer)
Uses
  • Used for temporary enhancement of telepsychic power. The risks tend to outweigh the benefits, however.
Price
  • This herb isn't generally sold, due to high illegality. If it were, its comparitave rarity might make it worth as much as one hundred credits per dose. Even then, it requires a considerable amount of skill to prepare the powder. The powder, due to its shelf life of a few hours, is generally not sold at all.
Warnings
  • In addition to psionic exhaustion effects, poisonous to those who are not Timonae, Vollistan, or Mystic. In the case of non-humanoids with strong immune systems, though, it will cause indigestion at worst.
roll type
  • Herbal Medicine to prepare a dose.
effects long
  • Can cause a condition called "psychic paralysis" if used too frequently . In this condition, telepathic abilities are made utterly impossible by horrible headaches that intensify when one attempts to use them. Psychokinetic and psychic powers are still effected negatively, but potentially still useable.
effects short
  • Induces a feeling of profound confidence, mild euphoria, and potential auditory, visual, and olfactory hallucinations during period of effect . After this, it induces psychic dampening for a few hours, and headaches for a period roughly double that.
roll modifier
  • +2 to Psionic Skills during. Afterward, see bottom of page.
wound type
  • Varies, see bottom of page.
delivery
  • This fungus-like plant has a tough exterior shell, and can survive in very harsh climates. It has been found on the homeworlds of all Shohobian stock, that is to say, the homeworlds of the Timonae, Vollistans, and Mystics. It can survive these diverse environments, and has profound physiological effects on the psychic skills of each. It is extremely rare in useable form, and thus is generally carefully guarded, especially on Vollista, where the Governmental Complex at Radiance holds the only known store. Other stores are probably zealously guarded and held in private greenhouses.
abstract
  • This herb requires a Great Herbal Medicine roll or better to prepare. In its unprepared or improperly prepared state, it can be considered a potent neurotoxin. Once properly brought into a useable state, it is still quite hazardous. When ingested by a Mystic, Timonae, or Vollistan, it will enhance their innate psionic gifts considerably (Equating to, in rolled situations, a +2 bonus for a few minutes, from five to thirty). During this time, physical skills and coordination are heavily negatively effected. The body becomes too focused on the mental. Following this brief period of heightened power, all psychic effort becomes far more difficult (-2 to all psionic rolls for several hours). Fading to a mild buzzing headache (-1 to same rolls), for about five hours after. It should be noted that all permutations of psychic ability are equally thus effected: be they telepathic, psychokinetic, or psychic. It is also notable that the same psychic paralysis can detrimentally effect all three races.
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