Co-Created By @amposnampo and Horriblues DISCLAIMER: THIS DRUG CAN ONLY BE ADMINISTERED IF THE USER TAKING IT CONSENTS. IT CAN BE CURED ICLY, BUT ONLY THROUGH EXTENSIVE MEDICAL PROCEDURES THAT REQUIRE A RECOVERY PERIOD OF TWO OOC DAYS. CLONES OF AFTERPARTY USERS WILL REMAIN INFECTED. LASTLY, THE NOVAKID SPECIES IS IMMUNE TO AFTERPARTY. Now, let's get started, shall we? Name of Aug/Tech: Afterparty Description: A serum, or virus, that makes space zombies possible. History of Aug/Tech: Typhon created Afterparty 2.0 for organics by synthesizing a new serum from various plants, chemicals, and samples of the original Afterparty drug (no longer available IC due to laziness, because re-apping is a whole lot of work). Intended use: This can be used to weaponize or neutralize populations, or simply to increase one's own strength, but at a cost. Typhon initially made it with the intention of turning a profit while creating super-soldiers at his beck-and-call, but that didn't quite pan out. How does it work?: The drug itself is basically a serum that gives the user a bunch of disorders, though some are generally beneficial. Side effects such as addiction and hallucinations are played up to make it look like something other than a super soldier serum gone terribly wrong. Afterparty's initial dosage is rejected by most organic life forms, and leads to the body panicking and shutting down as it tries to deal with the foreign substance. This shutting down is first evidenced by the paralysis, at which point the user will remain conscious. However, usually momentarily, they will lose consciousness and go into the coma-like state as their body continues to try and battle the substance, though it will fail. At this point, the body becomes weak, and finally gives in. The heart rate slows due to the development of a sort of extreme bradycardia (slowed heart rate), to the point where many methods of heartrate detection would declare the user dead. The bradycardia usually lessens as the user nears the end of their comatose state, allowing for a quickened, yet not quite restored heartrate. The body then suffers through fever-like symptoms as the body continues to try and combat the Afterparty, but yet again failing miserably. During this time, a majority of users undergo serious hallucinations, with them often centering around the being's newfound hunger (more on that later). Upon awakening, the user will find they are much paler than before, and have a slowed heartrate, as well as a new hunger for organic matter that renders food and drink obsolete. The loss of skin color can be owed to Afterparty's strain on the production melanocyte (stuff that makes melanin, which allows skin, feathers, fur, etc. to achieve its color) production throughout the body, instead using those nutrients elsewhere (see the next chunk). As mentioned above, the heart rate quickens, but does not return to the user's heart rate from before taking Afterparty for the first time. The new hunger is both psychological and physical, in that something in the serum causes the hypothalamus to malfunction, causing an eating disorder in which the body can only properly metabolize organically synthesized matter (flesh, muscles, organs, etc.). This, in turn, causes the body to hunger only for said organic matter. Should they neglect the consumption of organic matter, their frontal lobe will slowly begin to deteriorate, gradually forcing the user to rely more on their instincts than thought, until, should they neglect feeding for long enough, they have become feral beasts. Reduction to this state can occur over the course of roughly two to three weeks. Traces of Afterparty can be found throughout the user's bloodstream after being administered. It will remain within the bloodstream, as well as contaminate other bodily fluids, such as saliva. This means that an exchange of, or even direct contact between fluids leads to contamination, which in turn causes infection in the exact same way a user may be infected through administering the serum directly. Expanding upon the transformation aspect, should one forget to feed in a timely manner, they may find that they are experiencing sudden outbursts of yelling, random acts of violence, and brief periods in which they are unable to think straight and speak to or understand others. As time goes on, consumption will keep the aforementioned effects from worsening, but it will not cure them. Should one neglect consumption of organic matter, over the course of a two to three weeks, they will find the effects worsening to the point where their mind begins to go, their memory and personality fading, reducing them to their primal instincts. After their mind goes, there is no recovery, and the user loses all control, attacking anything and everything that moves. Also, in this primal form, users' skin usually begins to peel and their hair/feathers/fur begins to fall out. These side effects can be subdued when the user consumes a brain, but will return immediately after the "enhanced state" brought on by the brain (see Strengths) ends. Additional Info: - Taste buds and nerve endings will be rendered completely useless, as the serum causes the user to develop a congenital insensitivity to pain (inability to feel pain), as well as ageusia (inability to taste). - Some users report feeling less emotive after infection, though that may be entirely dependent on the circumstances. - Animals may act as an acceptable source of organic matter for consumption, but mass amounts must be hunted and consumed once every two days. Consumption of raw meats and similar products from stores are a viable substitute, though they must be bought and consumed in large quantities, usually being a sizable expense. - Afterparty directly affects the transcription, translation, and replication processes with cells. This means any clones made from the user's DNA past infection will also be infected. See the disclaimer at the top of the page for more details. Strengths: - The consumption of brains, exclusively those of anthropomorphic beings, allow for the user to experience a temporary enhanced state in which their strength and speed increases (adds +30% lifting strength, and +10% movement speed), and they are able to taste and feel things just as they could prior to infection (although food and drink will still be unable to be properly metabolized). The cause of this state is unclear, though it's theorized that it's the drug's reaction to the proteins and serotonin found within the brain. The length can range anywhere from one hour to an entire day, with the state lasting around three hours on average. - Afterparty's eternal presence in the user's bloodstream makes for a larger amount clotting factors to quicker find and bond with already connected platelets. This means that blood clots form almost immediately after the body takes damage. If any bleeding is experienced, it will end within a matter of seconds.[/font] - Afterparty seemingly nulls the effects of all other drugs, as well as grants the user an insanely efficient immune system. Weaknesses: - Other Afterparty users have brains unlike those of organics, their frail nature already making them difficult to remain fully intact. It doesn't help that the proteins mentioned above are already partially consumed by the Afterparty, with what's left being tainted by the drug. Consumption of these brains by users will only lead to a worsened hunger, plus mental problems such as vivid hallucinations brought on by the tainted nutrients, along with random shifts in and out of consciousness caused by the user's body trying and failing at salvaging whatever it can from the tainted brain. Lastly, zombie brains are to human brains what spoiled eggs are to fresh eggs. This basically means that consumption of these brains is essentially eating disgusting food, which often leads to food poisoning. This can lead to excessive nausea immediately after consumption, as well as a state in which the user is considerably weaker. - Afterparty users often develop a "feral state" activated by moments of incredibly high tension (moments when the threat is apparent, and they feel as though they or someone they care for is in mortal danger. This state is not induced by slight panic or minuscule threats). In this state, users are reduced to their primal instincts. Due to their powerful nature, they believe themselves to be skilled hunters that can take on any prey, and have a strong urge to attack nearby objects or people with anything resembling an organic being so that they may obtain a brain. They have absolutely no self-control in this state, and, once initiated, the feral state will last usually around five hours, though it may be shorter or longer for different users.. - "Feral states" are enhanced by the consumption of brains, leaving a strengthened beast of a once sentient being rampaging about until the "feral state" ends. - Other drugs and medicine have little to no effect on the user. --- How do you believe this will assist in benefiting roleplay?: Afterparty adds a variety of new abilities and weaknesses to those who've taken it, which could affect not only CRP situations, but RP in general. If your suddenly pale friend started saying you look tasty and maybe gnawed on your arm occasionally, wouldn't you try to do something in response? Find a cure? Freak out and run? Attainability: Semi-closed. The normal serum will be available for purchase, but only through purchase from either a Black Sun agent or certain places on the Nexus. Tags: [Military] [Genetic]