One I toyed with was a little thing called...
Psi Damp - Developed in secret during the height of anti-psionic prejudice this chemical works by inhibiting and depleting the neural recharging of Psionic energy in anyone who ingests it.
Effects begin three hours after consumption in food or drink at which point the person loses up to 2 points of Psi per hour. The possible 1 point per hour that rest normally restores and a drain of 1 point of Psi per hour in addition to that. This drain is not normally noticed until the individual attempts to use a discipline at which point they will drain the points they specified, up to what they have left to effect, often resulting in Psi trauma if the attempt was for more points than remained.
It has a slight sweet fruity taste that is not hard to disguise in appropriate food or drink and in plain water makes for an interesting light refreshment drink.
Attempts by the Imperial Military to mass produce the drug for battlefield use against the Zhodani were unsuccessful, as were tests of aerosol versions.
Cost for one dose is Cr500 and the effects last for a total drain of 15 Psi points lost or potentially recovered. It is only available on a roll of 12+ to Nobles at this cost. Others may acquire it through alternate channels if they are aware of it but the cost is 10 times that listed. Manufacture requires TL10 and the scarcity is similar to that of other Psi-Drugs. Use Soc over 10 in place of Streetwise for a DM for legal purchase due to Noble connections.
An example:
A Psion with 5 points ingests a dose at the evening meal compliments of his paranoid host and then retires. Three hours after the meal just having drifted off to sleep the effect begins.
Over the next hour the Psion loses 1 point, dropping them to 4 points and 1 point of recovery is inhibited. The dose now has 13 points of effect left.
Come morning after sleeping seven hours, with seven hours of drug inhibited Psionic potential the Psion has 0 points and the drug has used up 12 of its 15 points of effect. 10 for the five hours to drain the Psion's points and inhibit the recovery of the same, and 2 more for the next two hours of sleep when it only needs to inhibit recovery.
Our sleepy Psion awakens and as part of his morning ritual does a quick "Life Detection" in his near vicinity, attempting to read out to about 30 meters. Normally this would cost the Psion 3 points but, unaware of the slow drain, the points aren't there.
The Psion flexes the talent and suffers mild trauma (3 point psyshic wound*) and discovers that something is very wrong. Because the Psion attempted to use his talent he will have to wait three hours before recovery can begin, at which time the remaining 3 points of dose inhibiting will kick in putting normal recovery off for three more hours. Presuming the paranoid host doesn't slip our Psion another dose in the meantime.
*Psychic Wounds are another CT mtu idea. It is damage of a serious but usually not permanent nature. For each point reduce the Psion's Psi total by one point. These points are recovered at the rate of one per week. If a Psion suffers a Psychic Wound that reduces Psi to 0 they are in a coma for a week before they recover points. If Psi is pushed into negatives there is a chance of death (13 on 2d6 with DM -1 per negative). The coma lasts 1 week plus one week per negative point in this case. After recovery from this more serious trauma Psi is permanently reduced 1 point. I came up with this as an alternative to the CT rules for Psi Drug abuse and to introduce other effects, such as that above.
None of this ever saw any actual use in play though so its rather untested. I'd be interested in any feedback if anyone tries it out.