Terran Confederacy Drug Enhancements
(Version 1.02 - Last Modified: 09/19/2004)
- Note: The author of this website in no way endorses the use of drugs. This document
details various fictional drugs for use in a fictional setting.
Introduction
The Terran Confederacy was built on two simple principles. The first is that the people see it as the
best hope for peace and safety in the region and the second is that they provided drugs to the soldiers.
The more the soldiers fought, the more drugs they earned. Although the government did not approve of
drug-use among the general population, it was actively encouraged it within the military. Almost
everyone from the lowest private to the highest general was a drug addict. The basis for this drug
addiction began soon after the Nagglfar crashed on Tarsonis. One of the prisoners on the ship was a
former leader of a drug cartel and knew of the loyalty that drug addiction could create in subordinates.
When a group of prisoners seized control of the colony on Tarsonis, the former cartel leader was among
them and using some recently discovered drugs on Tarsonis, formed the basis of drug use in the military.
In the centuries since then, the drugs used and created by the Terran Confederacy have become
increasingly effective. The military has created a large number of "feel good" drugs that are restricted
to off duty use only, but their greatest accomplishment was the creation of combat drugs that enhance
the skills and abilities of their soldiers. These drugs, although sometimes deadly, can increase the
effectiveness of a soldier by a significant margin.
After assuming control of the Terran Confederacy, Arcturus Mensk did nothing to change the fundamentals
upon which the Terran Confederacy was built. His one major change was to make the psionic enhancing drugs
available to more then just the Ghost units. Although still restricted, increased use of the psionic
enhancers has been shown to allow marines and other soldiers to better combat the Zerg and the Protoss,
assuming they survive taking the drugs at all. Following the takeover of the Terran Dominion, the United
Earth Directorate, did its best to put a stop to the drug use among the soldiers it had captured and
decommissioned, but it found the job almost impossible. Drugs were continuously being smuggled to former
soldiers and the use of the "feel good" drugs became more widespread in the civilian population. It was
not until the destruction of the United Earth Directorate that the soldiers of the former Terran Dominion
became seriously concerned about their drug supplies. Although there are still plenty of cargo ships
moving throughout Human occupied space, but the military facilities that produced 90% of the drugs have
been mostly abandoned or destroyed during the recent wars. Although most colonies with a sizeable military
presence have large stockpiles of the drugs remaining, it is only a matter of time before those stockpiles
run out and the soldiers are forced to go cold-turkey.
Addiction Information
There are four different levels of addiction with the drugs listed below. These levels determine how likely
the user is to become addicted to this drug and how hard it is to break that addiction. The four levels are
None, Low, Medium, and High. None means that there is no risk of addiction and the user can start or stop
the use of this drug at any time. It is always possible that the user can become mentally addicted to the
drug, but there is no chemical dependency. With a low level of addiction, the user must make a save vs.
non-lethal toxins with a bonus of +2, if the save is made, there is no addiction, but if the save is failed,
the user is addicted. With a medium level of addiction, the user must make a save vs. non-lethal toxins, if
the save is made, there is no addiction, but if the save is failed, the user is addicted. With a high level
of addiction, the user must make a save vs. non-lethal toxins with a penalty of -2, if the save is made,
there is no addiction, but if the save is failed, the user is addicted. This save vs. non-lethal toxins must
be made each and every time a drug with a level of addiction is taken, any failed roll means that the user
has become addicted to that specific drug. It is possible for a user to become addicted to several of the
drugs listed below.
If a user of a drug does not have a fix every so often, they become to suffer the effects of withdrawal.
With a drug with a low level of addiction, an addicted user must take a dose once every 1D6 days or begin
to suffer the effects of withdrawal. With a drug with a medium level of addiction, an addicted user must
take a dose once every 1D3 days or begin to suffer the effects of withdrawal. With a drug with a high level
of addiction, an addicted user must take a dose once per day or begin to suffer the effects of withdrawal.
The penalties for missing a dose are -4 to all combat rolls for a drug with a low level of addiction, -20%
to all skills, reduce speed by 25%, and -6 to all combat rolls for a drug with a medium level of addiction,
and -40% to all skills, reduce speed by 50%, and -8 to all combat rolls for a drug with a high level of
addiction. These penalties persist for the first week of withdrawal and the addicted user is 75% likely to
take the drug they are addicted to if it is available, roll once per day. During the second week of
withdrawal, the penalties are halved and the chance of taking the drug, if available, is reduced to 50%.
During the third week of withdrawal, the penalties are considerably less: -1 to all combat rolls for a low
addiction drug, -5% to all skills and -2 to all combat rolls for a medium addiction drug, and -10% to all
skills and -3 to all combat rolls for a high addiction drug. The chance of taking the drug, if available,
is reduced to 25% during the third week. During the forth week, the addicted user is completely detoxified
and they suffer no penalties, but there is still a 10% chance per day they will take the drug if it is
available. After the first month of withdrawal, the formerly addicted user will only consider using the
drug when they are under extremely high pressure.
Agility Enhancement Drug
- Duration: 4D6+6 minutes
- Market Price: 300 credits per dose
- Bonuses: The user gains +5 to PP attribute and +5 to Spd attribute.
- Side-Effect: After the drug wears off, the user suffers a penalty of -10 to PP attribute,
-10 to Spd attribute, loses all but two attackers per melee, and has -6 to all combat rolls. The
penalties last for 5D6 minutes.
- Addiction: Medium
- Description: This drug, extracted from a weed on Tarsonis, has an amazing effect on the
nervous system of the person taking it. The person's nerves seem to flare to life and time seems
to slow down, allowing the person to react faster. Unfortunately, after the drug wears off, the
user becomes slow and sluggish.
Feel-Good Drug
- Duration: 1D4x10 minutes
- Market Price: 150 credits per dose
- Penalties: The user is disorientated and loses two attacks per melee and suffers -5 to
all combat rolls.
- Side-Effect: None
- Addiction: High
- Description: This drug, a completely synthetic compound developed by the Terran Confederacy
is used to keep the off-duty soldiers happy and complacent. This drug has no combat uses and is
often the cause of battlefield accidents and deaths as soldiers who are still under the effects of
the drug are forced into combat. Whatever the penalties of this drug are, the users feel very
happy while the drug is affecting them.
Healer Drug
- Duration: Instant
- Market Price: 300 credits per dose
- Bonuses: Instantly heals 5D6 S.D.C. or hit points, whichever is needed.
- Side-Effect: None
- Addiction: None
- Description: On a planet in a star system near Tarsonis, the Terran Confederacy discovered
an amazing plant. Consuming even a small leaf from the planet caused a Human body to begin healing
at an amazing rate. After studying the plant for a number of years, the Terran Confederacy
developed a special drug that is even more potent then the original plant. These healing drugs are
distributed to the troops through the Combat Medics, who deliver them even in the middle of combat,
but it is not completely uncommon for soldiers to carry a dose or two of the drug with them
personally.
Intelligence Stimulant Drug
- Duration: 1D4x10 minutes
- Market Price: 800 credits per dose
- Bonuses: The user gains +6 to IQ attribute and +4 to ME attribute.
- Side-Effect: After the drug wears off, the user suffers a penalty of -10 to IQ attribute,
-80% to all skills, and they are incapable of performing any actions in combat. The penalties last
for 1D4 hours.
- Addiction: Low
- Description: Several brain stimulants were developed by the Terran Confederacy, but the most
common version, simply referred to as the Intelligence Stimulant Drug, was used extensively during
the planning of a military operation and distributed to almost all command posts. Although the
side-effects of this drug are severe, effectively leaving the person like a vegetable for for a few
hours, the primary effects of this drug and the results on military battle plans ensure it will
continue to be used as long as it is available.
Psychic Enhancement Drug
- Duration: 3D6 minutes
- Market Price: 8000 credits per dose
- Bonuses: The user gains +5D6 ISP and all psionic powers used have double their duration,
range, and inflict twice as much damage.
- Side-Effect: After the drug wears off, the user cannot use any psionic powers and suffers
from a splitting headache that causes them to lose -3 on all combat rolls and -15% on all skills.
The penalties last for 3D6 minutes.
- Addiction: High
- Description: Although psychic powers have been known to the Terran for generations,
especially in the Terran Confederacy's secret Ghost program, how psionic powers work remain a
mystery. However, the expert scientists in the Terran Confederacy have developed a highly
addictive drug that stimulates the right parts of the brain and enhances any psionic powers that
the user might possess. This drug has no effect on non-psychics, except that they will immediately
suffer the drug's side-effects and the penalties will last for 6D6 minutes.
Speed Enhancement Drug
- Duration: 4D6+6 minutes
- Market Price: 350 credits per dose
- Bonuses: The user gains +15 to Spd attribute.
- Side-Effect: After the drug wears off, the user suffers a amazing pain in their leg muscles
causing a penalty of -15 to Spd attribute and preventing them from running. The penalties last for
6D6 minutes.
- Addiction: Low
- Description: This drug was originally discovered during an exploration of an asteroid with
a simple atmosphere. Several plants were taken from the asteroid and examined and one of them was
discovered to have an amazing effect on the body of a Human, allowing them to run faster for a
short period of time. The drug was perfected and synthesized and is now commonly distributed to
soldiers. Unfortunately, after the drug wears off, the users legs scream with agony and the
muscles feel as if they are trying to pull off the bones.
Strength Enhancement Drug
- Duration: 4D6+6 minutes
- Market Price: 450 credits per dose
- Bonuses: The user gains +10 to PS attribute and +5 to PE attribute.
- Side-Effect: After the drug wears off, the user suffers a penalty of -5 to PS attribute,
-5 to PP attribute, -5 to PE attribute, and -5 to Spd attribute. The penalties last for 3D6
minutes.
- Addiction: Medium
- Description: Like the Agility Enhancement Drug, this drug, extracted
from a wild flower on Tarsonis, has an effect on the nervous system of the person taking it.
However, instead of boosting the user's nervous system, this drug noticeably increases their
muscle mass and strength, at least temporarily. This boost in strength is helpful when the user
expects to be engaged in hand-to-hand combat, which was not common before the arrival of the Zerg.
Since the battles with the Protoss and the Zerg began, this drug has become a lot more common.
Super Soldier Drug
- Duration: 2D6 minutes
- Market Price: 1500 credits per dose
- Bonuses: The user gains +1D4x100 S.D.C., +2D6 to PS attribute (with a minimum of 22),
+2D4 to PP attribute (with a minimum of 20), +2D4x10 to Spd attribute, can leap 30' (9.1 m)
across with a short run, +2 attacks per melee, +4 to initiative, +4 to roll with punch, fall,
or impact, and gains Automatic Dodge.
- Side-Effect: The user immediately takes 15 points of hit point damage upon taking this
drug.
- Addiction: None
- Description: The super soldier formula is ultimate achievement for the Terran Confederacy
and was developed just before the battles against the Zerg and Protoss tore apart the Terran
Confederacy. Although it had an important draw back in that it almost killed the recipient, the
Terran Confederacy did not have the time to further perfect the drug before they distributed it
in mass quantities among their soldiers in the field. With the defection of Alpha Squadron, the
Sons of Korhal under Arcturus Mensk also acquired a large quantity of these drugs, which helped
counter the drugs use by the Terran Confederacy during the brief civil war that saw the creation
of the Terran Dominion.