Star Wars Roleplay: Chaos

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Approved Tech Berserk

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BERSERK
Image Source: None
Intent: To create a gnarly combat Drug (Confession, I played a Acro-Flagellant in Inquisitor at a time)

PRODUCTION INFORMATION
Development Thread:
  • As needed
Manufacturer: Korribean Brand Caf
Model: Mk1
Affiliation: Open Market
Modularity: Yes
  • Injected Version
  • Inhaled Version
Production: Minor
Material: Various Drugs and Chemicals

DESCRIPTION
Berserk, much like its name suggests, sends the user into a super-violent, mindless craze where any semblance of thought and humanity are expunged and replaced by an obsessive NEED to kill, maim, and tear apart anything vaguely resembling another being. This includes droids, animals, and other sentient life. The drug is fast acting, taking only a few minutes from injection or inhalation before kicking in, and during the course as the drug takes effect, the user will exhibit symptoms like hallucinations, short-temperament, and headaches during the five or so minutes before the drug takes effect.

When the drug takes full effect, it renders the being mindless, unable to use tools, weapons, work door handles, speak, or recognize friend from foe. The mindless, angry being becomes violent, attempting to kill anything it perceives resembling a living being. They will simply move from living thing to living thing* until the drug wears off. The victim's mental faculties don't function properly, allowing a user to physically tear off a human's arm or leg with brute strength, claw flesh from bone with their fingers, and gnaw and chip bones with their jaws. This makes them deadly, especially if released into a populace. A user's ability to feel pain is gone, while they are still affected by all wounds and injuries, and fatal wounds and conditions (such as bloodloss) are still fatal, injuries may not reduce the user's combat effectiveness or ability to participate, and will not send the user into shock. Damage to major organs will still kill the user, but the user can still participate in combat, doggedly still pressing on attempting to kill as many things as possible until they succumb. During their drug induced insanity, the user exhibits a very fast paced metabolism, granting them a partial resistance to toxins, such as tranquilizers and coma gas, as well as poisons such as Ixetal cilona, alcohol, or similar poisons, as their body pumps it through their kidneys and liver so quickly it is rapidly removed from the body.

After about an hour, the drug wears off enough that the initial shock to the system is gone, leaving the user lethargic, suffering from minor hallucinations and a general feeling of euphoria, standard for mind altering drugs. This lasts about seven hours.

Afterwards, the body begins going through withdrawal and the user is afflicted with migraines, often dehydrated and overheated, aches in their fingers and arms, minor hallucinations and the feelings of crawling beneath their skin. As user will have no memories of their psychotic rampage, users have been known to crave the additional doses when this withdrawal hits. Because of the nature of the drug, continued use can cause kidney failure, heart palpitations and arrhythmia, and long term brain damage, about standard for long term use of mind altering drugs that have such a drastic physical effect.

The drug is best when administered intravenously, having optimum results and the longest lasting effects (as stated). It is able to be inhaled, though that version has shortened duration of effects, normally about half the time across the board. It has effects in humanoids, however some species, such as Wookiees, Togorians, Yuzzem, and other large mammalian-humanoids are known to be very resistant to the drug.

Bacta, Kolto, and other widely used curatives take time to cleanse the drug from the system, normally shortening the effects. For each dose of curative, it reduces the duration of the drug by about half. Normally double (Inhaled Toxin) or triple (Injected Toxin) doses of Bacta or the like are able to cure a dose of the drug quickly and keep it from taking full effect or quickly remove the effects of the drug in a berserker much like a fast acting tranquilizer. If cured causes fatigue and tiredness in the user, as well as reducing the severity of the withdrawal, often making it very mild, as little as a bad headache that can be slept off.

When combined with other similar Korribean drugs, side effects vary wildly, from the drugs cancelling each other out, causing crippling physical pain, rending the user comatose, or the like.

*Living Being meaning anything that closely resembles an animal, humanoid, or droid.

Strengths:
  • Enhanced Strength: Science shows that our mind's restrict our physical abilities, the reason why you can carry a fifty pound sack but may have trouble opening a bag of chips. On Berserk, this is gone, and average humans have shown the ability to tear off human limbs and claw skin apart, gnaw bones.
  • Pain Immunity: On Berserk, the user feels no pain, and won't stop until the drug wears off. Wounds can still have physical effect (IE shooting a knee cap will hobble them or amputate a leg) but it may not put them down. (Still human-humanoid, so any mortal wounds will still kill.)
  • High Metabolism: While under the primary effects, the drug increases the metabolism to enormous speeds, allowing them a partial resistance to other toxins such as tranquilizers and coma gas.
  • Murder-Craze: On Berserk, the user's whole goal in life becomes the complete dismantling and destruction of every being or droid it encounters.
Weaknesses:
  • Mindless: Very few beings under Berserk's effects are able to form any cognitive thought, much less speak sentences. They don't recognize friend from foe, they don't do tactics, they don't think about consequences, they don't use anything beyond improvised weapons.
  • Withdrawal: Once given Berserk, letting it be purged from the user's body renders them with migraines, aches, the feeling of bugs beneath their skin, hallucinations, and difficulty breathing. This begins about eight hours after the initial dosage is administered and can last anywhere from twenty-four to seventy-two hours.
  • Easily Cured: Bacta, one of the most common curatives in existence, is able to cure the effects of the drug with 2-3 doses. In fact, almost all widespread curatives and detox drugs work on the drug to an extent.
Special Features:
  • Murder-Frenzy
  • Enhanced Strength
  • Pain Immunity
REFERENCES
 

ADM. Reshmar

Directorate Officer Fleet Admiral SJC 3rd Fleet
RESEARCH REVIEW
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Star Wars Canon:
Pending initial review
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Starwars Chaos:
Pending initial review
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WITHOUT DEV THREADS
Pending initial review
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WITH DEV THREADS
Pending Initial review
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SUGGESTIONS
Pending Inital review
 

ADM. Reshmar

Directorate Officer Fleet Admiral SJC 3rd Fleet
[member="Draco Vereen"]

hey, so this looks cool I just have one question.



Draco Vereen said:
A user's ability to feel pain is gone, with some wounds slowing them down or outright killing them, wounds to major organs will eventually kill them, but may not reduce their combat capacity immediately.
So, I would think a head wound, say a slug blowing a hole in it would fit into the "outright killing" category as would a wound stopping their cardiovascular system.?
 
Yeah. I mean, common sense falls in here. The user is still human, and suffers all wounds, they just don't register the pain of it. A headshot, heart, lungs given a couple a minutes. Kneecapping would hobble them make em crawl. Bloodloss is still a factor, and given the rapid heart rate it wouldn't take as long to happen. Anything that would be fatal normally, is still fatal.

They just won't go into shock, where as a normal being in normal circumstances would.

I reworded it a little to make that a little clearer.

[member="Reshmar"]
 
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