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


Feel-Good Drug


Healer Drug


Intelligence Stimulant Drug


Psychic Enhancement Drug


Speed Enhancement Drug


Strength Enhancement Drug


Super Soldier Drug