Drug

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Drugs are the most useful daily product for any human beings. EVER. They are primary used for controlling your body's conditions by giving effects like healing(medical), waking your ass up for the day (coffee) or controlling your emotions so you won't rage quit on any board games. The most popular drugs are the illegal ones, like cocaine. They are popular among every chaos warband, especially Slaaneshi cultists and that bat-shit insane demonic biker. The good thing about drugs is that they get shit done. You wanna win the war? poison the enemies water supplies and let them had it! You wanna get stronger and beat up everyone? use steroid and wreck everybody!!You wanna light the enemy on fire with a snapped of you finger? then get incinerate for 100 adam today!!But be warn, side effects ensure.

On /tg/

When IRL drugs like Krokodil appear on the web for the first time, newfags shitpost on /tg/ and claim it is the work of Chaos. This is followed by nobody giving a fuck.

Drugs in 40k

  • The ones used by Eversor assassins: The reasons why they wreck shit so much. They consume some sort of special cocktail of combat enhancement drugs and ALL THE ADRENALINE/COKE that allows them go WRYYYYYY and shit on everyone nearby. But these drugs can be used only by Eversor assassins, who have had their immune systems enhanced to the point that they can handle the toxicity of the combat drug. Also has the nice side effect of making the assassin's corpse explode upon death.
  • Polymorphine: Used by Callidus assassins. This drug can alter their body shape and appearance, allowing them to impersonate other persons, members of the opposite sex, and even humanoid xenos like Orks and Eldar. That's why it is so easy to troll Macha.
  • The Chirurgeon: Used by that Fabulous Bill. It is a part-sorcerous and part-technological device that acts like some sort of life-support. The device is charged with warp energy and it can used on persons other than Fabius. Naturally, it has the typical consequences of jamming warp-based shit into your bloodstream.
  • Commorite Stimm-Rack: Another variant of chirurgeon. Sick ass slurpy drug chemical rack things that comes in three different flavors. One of Lucius's prized possessions after winning the contest of sickfuckery in the Dark Eldar arena and installed by the fabulous one himself.
    • Laemon Green(Bylestim): Green blood of some lesser daemon with some wraithbone dust to go with it. Yummy!
    • Tyranberry Red(Tyrphous): Fucking Tyranid blood. Harvested from their adrenal glands.
    • Wych Cola(Serpentin): Drained from the blood of the Dark Eldar wyches.
  • Combat Drugs: Used by the Emperor's Children and the Dark Eldar, particularly Wyches, to liven up the combat, although only the latter actually have official rules for them. Like all things associated with Chaos and Dark Eldar, can have a variety of useful effects, or go hilariously wrong.

Minor Drugs

  • Frenzon: A common combat drug that makes people fearless and crazy in combat.
  • Flects: Bits of glass tainted by the warp which cause a high, as well as warp exposure. Yes, you don't have to eat it or anything, just look at it and you'll get high, and wasted by daemons.
  • Kalma: If you need to make a man stoned off his ass, this is your drug.
  • Obscura: Drug introduced in Dan Abnett's works, which spread to become the number one illegal drug of the grimdark future. Either smoked or injected, Obscura causes a pleasant dream-like sensation, but after the high is over leaves the user depressed and wanting more.
  • Slaught: Makes people much more aware and faster, with the unfortunate side-effect of roid-rage. The Redeemer called it "sacred libation and unguent which gives heart to the terrified".
  • Stimm: Painkillers for the 41st millennium. Always make sure your Power Armor has enough.
  • Alcohol: "My name is _____ and i am a Alcoholic"
  • Cigar: Why the fuck not? These candy sticks hanging in your mouth prove that you are the manliest of men in the grimdark future. By the 41 millennium, tobacco seems to have been one of the plants that died off when Terra went industrial, and has been replaced with tabac or lho leaves. However, it's only available to the high ranking offcers, the rich and beautiful, and officers with top hats. Cigars are often used for celebrating victory, but this fucker smokes one all the time because he knows you have already lost.
  • Lho-Stick; Smaller version of cigar, often smoked by measly soldiers who, despite standard issue balls of steel, are not badass enough. It makes up by being as or even more addictive than marijuana, and depending on where you are, you either get shot or given more of this stuff. Go figure.

Warp Dust

Hell-cocaine. But only Kaldor Draigo and Matt Ward sniff it, because THEY MAKE IT HAPPEN. This is probably why Draigo believes he could just burn down some nasty old man's garden or smash into the fortress of impossible. Warp Dust, not even once. Doomrider says you're a faggot.

The Companitas

The drug cartel of the 40k A cult of drug-using chaos heretics dedicated to Slaanesh. They used a drug that could induce a hysterical state in the user and could even bring the deceased back to life for short periods. Like all Slaanesh cult, they like to have fun by placing the corpses of the royal imperial citizen in rendering plants to burn the bodies to ash, then placed this ash in air-burst warheads and exploded them all over those cities on the world that remained loyal to the Imperium. Sadly, they were pwned by the Flesh Tearers.

IRL drugs

  • Krokodil: A homemade drug created by the fucking Russians, "krokodil" is the street name for desomorphine. Because the homemade recipe calls for all sorts of nasty shit like iodine and phosphorous and there's no quality control, the price you pay for a cheap high is Nurgle's blessing: tissue damage that leaves you looking like a discount Plaguebearer.
  • Cocaine: I DO COCAINE!!!!1!!! Originally used by Colombian natives who chewed the leaves of the coca plant. Your friendly neighborhood drug dealer probably sells the freebase "crack" cocaine, which is a cocaine compound that contains baking soda, sugar, salt, sand, ground glass, and whatever else he can use to bulk out his supply and sell you less for more. Snowflame's weapon of choice.
  • Bath Salts: Best shit ever created. It turns a person into a Blood Angels or Sons of Malice marine. Not to be confused with actual bath salts.
  • Mountain Dew: A soda drink known for its high caffeine and sugar. It should be consumed with Doritos in the name of pope Geoff Keighley.
  • Opium: The dried latex harvested from the opium poppy is one of the oldest drugs known in human history. Morphine is the principal psychoactive component of opium, which has legitimate medicinal uses but most developed nations heavily regulate it. It can be further refined into diacetylmorphine, better known as heroin.

Drug Addiction [1]

Drug addiction functions much like diseases as described in the Dungeon Master’s Guide. The characteristics of certain forms of addiction are summarized on the table below. Upon initial exposure (any time a character imbibes or applies a drug with an addiction rating), the character must succeed on a Fortitude save or become addicted. Instead of having an incubation period as a disease does, a drug has a satiation period, which is the length of time a single dose remains effective in a character’s system. Addiction, if not satisfied by further doses of the drug, proceeds like a disease—the character takes ability damage each day unless he succeeds on a Fortitude save.

Addictions Table
Rating Fort Save Satiation Period: Damage:
Negligible DC:4 1 day 1d3–2 Dex (can be 0)
Low DC:6 10 days 1d3 Dex
Medium DC:10 5 days 1d4 Dex, 1d4 Wis
High DC:14 1 day 1d6 Dex, 1d6 Wis, 1d6 Con
Extreme DC:25 1day 1d8 Dex, 1d8 Wis, 1d6 Con, 1d6 Str

Addiction Rating:

Each drug is rated according to its addictive potential, from lowest (negligible) to highest (extreme). Sometimes, an individual’s long-term addiction raises a drug’s addiction rating for that individual. Drugs with a negligible rating are not subject to this change. Stronger drugs increase their addiction rating by one step for every two full months a character remains addicted to the drug. A character who recovers from an addiction and later becomes addicted again to the same drug does so at the addiction rating the drug had just prior to his earlier recovery. Satiation: Each time a user takes a drug to which he is addicted, he is satiated and staves off withdrawal symptoms for the period of time indicated on the table. Whenever the satiation period expires before the user takes another dose, the DC of the Fortitude save to resist damage (see below) increases by 5. The dose that causes a character to becomes addicted counts for the purpose of tracking the satiation period. Damage: An addicted user who is not satiated takes the indicated amount of ability damage each day unless the character succeeds on a Fortitude saving throw. Recovery: If a character makes two successful saving throws in a row, he has fought off his addiction and recovered, and takes no more damage from withdrawal symptoms. A lesser restoration or restoration spell might negate some or all of the ability damage caused by an addiction, but the next day the victim may take more ability damage if he continues to fail his Fortitude saves. Remove disease immediately causes a user to recover from an addiction, but it does not heal ability damage. Greater restoration or heal causes recovery and restores all ability damage from the addiction.


Gallery

See Also