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Approved Tech Force-Freek

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FORCE-FREEK
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 Cafhttp://starwarsrp.net/topic/9683-korribean-brand-caf/
Model: Mk2
Affiliation: Open Market
Modularity: Yes
  • Injected Version
  • Ingested Version
Production: Minor
Material: Various Drugs and Chemicals

DESCRIPTION
Force-Freek is a combination of several things into a single drug like substance. The substance takes about ten minutes to effect a humanoid sized being, effecting most sentient beings the same. It can be converted into an ingested or an injected version, with the injected version being considered longer lasting.

It is a very powerful hallucinogen, causing visions, images, flashbacks, and other illusions which can vary wildly depending on the dosage and the the person taking it. Many visions are based on one’s own imagination or history and experiences, often swirling colors, fading lights, and far off voices coming through in waves are seen and heard. Senses like touch, hearing, and taste are dampened, while vision and Force-sensitivity suffer from the sensory illusions.

It affects Force Sensitives, enhancing their attunement to the Force to a minor degree, thus allowing them to draw on it and empower themselves quicker and more powerfully in some cases, ONLY while suffering the powerful illusions and visual hallucinations. Sometimes Force-Sensitive prophets use it to induce Force Visions, which often mix with the other side effects. As the drug affects their Force Sense, they will often sense things that are not there and the like. In very rare cases, very weak Force Sensitives who could otherwise not manipulate or sense the Force, those on the verge of being Force Sensitive if you will, may accidentally use it or feel it.

I feel a lot… Oner with the Force, man.

One major note about the users is, they are either very mellow, lethargic, slow moving with little coordination, or they are completely out of their minds being attacked by invisible beings only they can detect. They never keep a level head, they never ride it out and only gain the benefits. It either has works with all the side effects, or is cured. Withdrawal is very mild. Normally a headache and constant urination at most, though the effects last one to six hours, the longer the effects last, the longer the withdrawal and hangover. It can be addictive and habit forming if used often.

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 (Ingested 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, it can keep withdrawal from happening. It can also be easily cleasned using the Force to purify one's blood stream or stomach contents. It can be vomited up before entering the blood stream as well. If cured it may cause fatigue and tiredness in the user.

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

Strengths:
  • Force Attunement: Using Force-Freek causes one’s attunement with the Force to temporarily increase, sometimes triggering Force Visions, Farsight, or enhancing their abilities to a very minor degree.
Weaknesses:
  • Hallucinations: Users suffer powerful visions and illusions. This is the primary effect of the Drug and its hilarious.
  • Addictive: The substance is easily habit forming.
  • All or Nothing: You either suffer the full effects of the drug, or you cure it. Effects can be very mellow with laziness and lethargy, or complete out of their minds fighting invisible Sith Lord Bees!
  • 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.
  • Combination Craze: When combined with similar Korribean Brand drugs, the effects can vary wildly, from cancelling each other out, causing crippling physical pain, rendering the user comatose, or the like.
Special Features:
  • Hallucinogen
  • Drug
REFERENCES
http://warhammer40k.wikia.com/wiki/Psyk-Out_Grenade
http://warhammer40k....Arco-Flagellanthttp://warhammer40k.wikia.com/wiki/Arco-Flagellant
 
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
 
[member="Draco Vereen"]

Take it intentionally and it's got mild benefits for large downsides. Get hit with it and it's a serious, even crippling, inconvenience but easily treated. I don't see any big-picture problems here, except maybe for the production level, but on balance I don't really see that as an issue.

With the edits you've just made, I think this is excellent and look forward to getting screwed over by it in the future. Carry on.
 
Draco Vereen said:
Users are either very mellow, lethargic, slow moving with little coordination, or they are completely out of their minds being attacked by invisible beings only they can detect.


Draco Vereen said:
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.



Draco Vereen said:
It can be addictive and habit forming if used often.



Could you add these to your weaknesses, please?


Stuff reminds me of Deathsticks but without the life years being sucked out and the cutting off from the Force-- and a lot more hilarious :D
 
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