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Drugs, Chemicals, and Toxins
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=== Sidebar: Sample Petals === A few examples of Petal experiences: '''Forgotten Hand:''' One of the character’s hands detaches and makes a run for it. The character is conscious and able to interact normally with the real world, but they cannot perceive the “escaped” hand and firmly believe that it’s getting away. The hand will lead the character a merry chase, but at some point, a new hand appears on the character’s wrist. It may be glittery and opalescent, demonic and clawed, or bestial. Eventually, after an hour or two, the character will catch up to their hand, but to get rid of their new hand and re-attach the old, they must answer cryptic questions posed by a gnome-like being. '''Darkly Selving:''' This petal is believed to achieve many of its effects by connecting to the mesh, where an AI observes and controls some of the event flow, and only works for multiple trippers. Like Forgotten Hand, it works by overlaying AR perceptions on the real world, but because of the effects, it’s highly inadvisable to take in places where any non-trippers will be present. Darkly Selving creates an epsilon fork of each character tripping and sleeves the fork in an infomorph that looks like a demonic version of themself, using visual input from the character’s co-trippers. AR overlays cause the characters to perceive themselves as angelic beings, while the real-seeming demonic infomorphs appear as AR overlays on their real world perceptions. What happens next varies, but generally both the characters and their forks are subjected to a series of strong chemical and narcoalgorithmic stimuli, ranging from Hither-like effects to massive doses of MRDR (or sometimes both). The effects directed against the forks are generally much more intense. The objective—hinted at via environmental clues—is to merge with one’s fork, which can be accomplished in a variety of ways, ranging from hunting them down and eating their heart to solving a puzzle or reaching a goal before their forks can. '''Delphinium Six:''' The last and rarest in a series of petals, Delphinium Six is the Grail of petal users, a supposedly transcendental experience that might not even exist. Delphinium One is scarce, Two and Three are quite rare, Four is an amazing find, and Five and Six are only rumors. Hints of what Six might hold are based largely on extrapolation from the little that is known about the lower-numbered petals. The following facts are generally accepted. It is a group experience, but not all members of the tripping group are rewarded equally. It is intensely surreal, yet in a purposeful way, as are all of the Delphinium series. It concludes the loosely-built narrative of a drugged-out version of a fairy tale princess and her quest for enlightenment begun in Delphinium One, replete with strange omens and mythological creatures. Rumors of what the ending might hold are more fanciful, and range from the trippers being resleeved in god-like infomorphs to them being trapped forever in an ego prison. Delphinium Six is completely virtual, leaving the characters comatose for the duration, and probably lasts a long time, perhaps 40 hours. {| class="wikitable" ! colspan="7" |Nanodrugs |- |'''Nanodrug''' |'''Type''' |'''Application''' |'''Duration''' |'''Addiction Modifier''' |'''Addiction Type''' |- |Frequency |Nano |Inj, O |8 Hours | -10 |Mental |- |Gravy |Nano |Inj, O |special | --- | --- |- |Petals |Nano |O |2 Hours-1 day | +10 to -20 |Mental |- |Schizo |Nano |Inj |1 Day | --- |Mental |}
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