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Imperial Quartermaster: Adrenals and Stimulants
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Posts: 311
Threads: 149
Joined: Mar 2023
Character(s): Trakaton Kalkoran
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The Imperial Quartermaster - Adrenals and Stimulants
In this thread, you'll see all types of adrenals and stimulants that are available to Imperial personnel. Adrenals and Stimulants are lore-bound to have no major side-effects due to the quality that such drugs have gotten to by this time period. However, just because there are no physical side effects does not mean that a character cannot become mentally addicted to using an adrenal or stimulant. The enhancements offered and wanting to stay like that as often as possible is a mental addiction, despite the adrenals themselves having no physical drawbacks from going without using the adrenal or stimulant for a prolonged period of time.
A small holorecording would play once the file was downloaded. A synthetic Imperial voice would speak, near entirely monotone.
"The Imperial Quartermaster can be accessed inside the Imperial Training Room, aboard Th'Asidra Harrower-Class Dreadnought. Adrenals and Stimulants are common enhancements used by Militaries and Mercenaries alike across the galaxy. Our Empire has perfected such enhancements and now every soldier on the battlefield, provided supply meets demand, has at least a single stimulant with them. Adrenals and Stimulants last for six minutes, making them suitable for a burst when necessary and not an attrition-based battlefield. Such adrenals and stimulants come into the Horuset Powerbase through a chemical facility owned by the Kalkoran Powerbase, which has re-directed its efforts towards supplying the Empire with these enhancements with its home powerbase receiving them first.
An Adrenal or Stimulant is administered in two standard ways. Injected directly by skin contact with the needle of the enhancement or via the standard port within Imperial Heavy Armour and its various variants within the Horuset Powerbase. The standard port is a small crevice alongside the medical readouts on the chestpiece of Imperial Soldier's armour. This crevice can house a single adrenal or stimulant and can be activated for use via a button on the chestplate's medical read-out interface or via the HUD of the user's helmet. A Combat Medic can therefore use the manual version to stabilise a downed soldier while the combatant can use the HUD of their helmet to keep them on the battlefield. Any soldier save for the Combat Medic can only carry a single Adrenal or Stimulant while a Combat Medic can carry twelve."
And as soon as it had started, the brief recording was done. Following, the file would go into detail concerning the Armours and Uniforms that are available at the Imperial Quartermaster.
Adrenals of the Imperial Military:
"The Alacrity Adrenal has the intended affect of enhancing the users hand-eye coordination and to remove their non-intended body movements. Such body movements can be anything from shaking of the hands to twitches that can ensure the user as the most stable of firing platforms or can more easily remove entirely still if necessary for more covert missions. Such an adrenal also enhances a users reflexes, enabling them to make quicker more precise movements or throw objects with greater accuracy, type more swiftly or be more nimble on their feet when in precarious positions. The Alacrity adrenal achieves this with a mixture of complicated chemicals that immediately cause the user's adrenaline levels to safely spike while maintaining a stable mind. The alacrity adrenal is a favourite of Assassins and Bounty Hunters due to its intended effects.
The Alacrity Adrenal's original design was taken from the Mandalorian Wars and the following Jedi Civil War. Both the Galactic Republic and Revan's False Empire used this adrenal and its counterparts across the galactic frontlines over three hundred years ago. Imperial spies took these designs back to Sith Empire space and the Sith Empire began replicating and improving upon the designs used all those centuries ago. Now onto Mark VII of the adrenal, only the Mark VIII that is produced from the now rare Venenit Queshaaga, found only on Quesh, exceeds its capabilities on the battlefield."
Specialisations:
Grenadier
Slicer
Marksman
Combat Medic
"The Stamina Adrenal has the intended affect of enabling a soldier to press on further for longer without tiring as easily. This is achieved by the adrenal making the user's heart beat more strongly and more often to enhance the user's blood flow around their body. The extra oxygen being cycled into the user's muscles making them more able to run for longer and to fight without fatigue during the time the adrenal has affect. The Stamina Adrenal also has the affect of acting as a night's rest and can be used by soldiers or guards who are short-staffed to double or triple shift on patrols without needing to return to their barracks.
The Stamina Adrenal's original design was also taken from the Mandalorian Wars and the following Jedi Civil War. Both the Galactic Republic and Revan's False Empire used this adrenal and its counterparts across the galactic frontlines over three hundred years ago. Imperial spies took these designs back to Sith Empire space and the Sith Empire began replicating and improving upon the designs used all those centuries ago. The Stamina Adrenal is robustly only onto version Mark III, proving that the Sith Empire made quick work on perfecting this particular adrenal within decades of receiving the intelligence from the Imperial spies who brought the product into Sith space."
Specialisations:
Grenadier
Specialised Infantry
"The Strength Adrenal has the intended affect of enhancing a user's strength beyond what they would normally be capable of doing. This is done in a two-fold manner, the first of which is the very precious mixture of chemicals that stops the user's fear factor activating when it comes to strain regarding their muscles. With this fear-factor removed, a user is able to push their body to levels that before would be impossible for them. The second of the two-fold affect is that a steroid enhancement is injected to ensure that when the user comes off the adrenal, that their muscles do not ache with the extra strain that they may have been under.
The Strength Adrenal's original design was also taken from the Mandalorian Wars and the following Jedi Civil War. Both the Galactic Republic and Revan's False Empire used this adrenal and its counterparts across the galactic frontlines over three hundred years ago. Imperial spies took these designs back to Sith Empire space and the Sith Empire began replicating and improving upon the designs used all those centuries ago. The Strength Adrenal is by far the most designed of the trio of adrenals, due to the use and interest of it by Sith over the centuries. Now onto mark XVI, the chemical mixture and steroid enhancement has been honed and perfected to be used within the Imperial Military to create an exceptionally potent adrenal."
Specialisations:
Close Quarters Combatant
Heavy Weapons Soldier
Combat Medic
Stimulants of the Imperial Military:
"The Battle Stimulant is a stimulant suited for use to prepare a soldier for, or to be taken during, a battle. With the intended affects of enhancing the user's reflexes and lowering their fatigue, the Battle Stimulant makes the user feel as if they have had ten hours of good, deep sleep and four square meals. A near instantaneous way to put the soldier at the peak of their performance, the Battle Stimulant does this by pumping the user full of adrenaline and a complicated mixture of chemicals that rush throughout the user's body to put them into such peak condition swiftly. Unlike other stimulants, the Battle Stimulant's two-fold affect has one aspect that is permanent. After the stimulant wears off and adrenaline is no longer enhancing the user's reflexes, the user will still feel as if they have had four square meals a day and ten hours of good, deep sleep. Not providing the calories associated with those meals, a user must be careful to not atrophy away by forgetting to eat every time a Battle Stimulant is used.
The Battle Stimulant is the standard stimulant that is used throughout the entirety of the Sith Empire by the Imperial Army. Perfected early on by Sith Empire researchers, the Battle Stimulant has been at Mark XI for over a century. Such development gave the Imperial Military a keen edge during the Great Galactic War as the Sith Empire pushed across the Outer Rim and Mid Rim to secure its place in the galaxy with relentless assaults."
Specialisations:
Infantry
"The Painkiller Stimulant is a stimulant that can be used in two major situations. The first, is before wounds are sustained yet are expected to occur and the latter is after they have occurred when a patient needs to be stabilised to reverse the effects of pain induced shock. The Painkiller Stimulant is a powerful painkiller that effectively entirely removes any feeling a user has in regards to pain and as a result can stop the effects of shock in its tracks or ensure the user never goes into shock in the first place. A soldier using a painkiller stimulant is formidable on the battlefield, as they are able to push themselves beyond their breaking points.
As a result of this stimulant, it has become an occurrence for Imperial Soldiers to make use of this stimulant in a final stand against an overwhelming force. Nicknamed the 'Last Stand' stim, when a soldier has nothing left to lose but their life taking such a stim can help ensure that the user takes down a considerable number of others before the inevitability of their unfeeling wounds catches up with them.
Originally the Painkiller Stimulant made it to mark IX before its effects were reported as too much, with soldiers completely unable to feel pain and making suicidal decisions in the battlefield and sustaining mortal wounds with no care for their own safety. Leading to a manpower crisis in the theatre that it was tested, this lack of preservation saw a mark X developed, only for such research to be shut down by the politics of the Dark Council of the time. As a result, while a dimmed Mark X was theorised, it is the mark IX that is still in widespread circulation throughout the Sith Empire to this day."
Specialisations:
Combat Medic
"The Blood-Clotter Medical Stimulant is one of a pair of dedicated medical stimulants aimed towards the stabilisation of a soldier after taking physical cut based wounds on a battlefield. With the intended affect of inducing scabbing at an accelerated rate, the stimulant makes a user's blood thicker and their heart beat faster to compensate for the extra force the blood would require to push around their system. while such a stimulant will increase the amount of blood flow that could exit a wound, if properly bandaged beforehand this stimulant could save the life of a soldier who was in mortal peril.
Alike its counter-part, if this stimulant is used wrongly it can easily cause the death or maiming of a user. To use such a stimulant on a patient who has suffered burns or lightsaber wounds would see the blood unable to reach such injuries and ultimately more damage being caused to the wounds sustained with no benefit. If an increased heart-rate is required without a blood affect, Adrenal Stamina is a medic's go-to choice.
Developed by the Imperial Medic Corps at the onset of the Great Galactic War, the stimulant is mostly used by dedicated medics on the front-lines of battles to stabilise soldiers in the short term alongside normal medical attention before getting them out of the firing line. Now onto a mark III version, the stimulant has undergone some minor adjustments over the decades to perfect the increase in heart rate and the clotting of blood, to ensure that the stimulant does not merely cause the user to bleed out all the more quickly."
Specialisations:
Combat Medic
"The Blood-Thinner Medical Stimulant is one of a pair of dedicated medical stimulants aimed towards the stabilisation of a soldier after taking burn based wounds on a battlefield. With the intended affect of allowing blood to more easily reach burn and lightsaber wounds, the stimulant makes a user's blood thinner and their heart beat faster to compensate for the extra force the blood would require to push around the damaged part of their system. while such a stimulant will increase the amount of blood flow that could exit an open wound, if properly bandaged beforehand this stimulant could save the life of a soldier who was in mortal peril.
Alike its counter-part, if this stimulant is used wrongly it can easily cause the death or maiming of a user. To use such a stimulant on a patient who has suffered physical cut based wounds would see the blood spill out of them at an increased rate while the scabbing over process significantly diminished due to the thinner blood. If an increased heart-rate is required without a blood affect, Adrenal Stamina is a medic's go-to choice.
Developed by the Imperial Medic Corps at the onset of the Great Galactic War, the stimulant is mostly used by dedicated medics on the front-lines of battles to stabilise soldiers in the short term alongside normal medical attention before getting them out of the firing line. Now onto a mark IV version, the stimulant has undergone some major adjustments over the decades to perfect how it interacts with burn and lightsaber wounds alike to ensure that the stimulant does not merely cause the user's blood to thin too far beyond what is necessary."
Specialisations:
Combat Medic
Adrenals of House Horuset:
Synthesized by Sith Sarias from an stim prototype, this battle stim, has been crafted into three variations of potency to serve multiple ranges of use for imperials serving House Horuset. Following months of testing, field runs and long-term exposure testing, it has been green-lit for use. Fitting specializations they are green-lit for, can be found within the respective specifications.
"After administration, the soldier will feel a rushing sensation of energy, akin to normal Alacrity and Stamina adrenals. Increasing oxygen intake and heart pumping, it additionally targets the management of adrenaline and increases natural production for a span of time. Overall performance puts it at slightly higher efficiency than the two individual, but one shall expect fatigue to be alike having taken an Alacrity and Stamina adrenal at the same time.
Specialisations:
Engineer
Specialised Infantry
Marksman
Demolitions Expert
"More potent than AS-38-A, the second stage of potency serves to further enhance the properties of the first. Centering on outlasting the opponents, its spark of endurance will see even the most tired or exhausted soldier able to function at functional levels, and return a level of clear-headedness. Its drawbacks are more notable though, leaving the soldier notably hungry and requiring half-a-day of low activity to properly recovery the body once more.
Requires prior approval from a Non-Commissioned Officer during mission briefing.
Specialisations:
Grenadier
Specialised Infantry
Gunner
"Only to be used when needed, this third stage of potency is not to be handled, or administered for those below-average-weight or suffering from heart conditions"
Targeting adrenaline production, stimulating the brain to enforce clear thinking and muscle absorption of oxygen, this highly potent stim pushes the body to its upmost limits. Blurry vision from bloodloss turned clear-headed, worn muscles keeping you running for another hour with gear and lowering the need to catch one's breathe. This comes at the cost of headaches, risk of lighter muscle tears and body requiring up to 3 days of low-activity, before returning to normal. Additional meals also has to be provided, with the consumption of energy.
Requires prior approval of a Commissioned Officer during mission briefing.
Specialisations:
Grenadier
Gunner
Combat Medic
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Ongoing Crisis
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War in the Northern Territories
The Balance of Power in the Northern Territories!
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"The Northern Territories shift under the weight of changing times. With the passage of the ICOT, internal strife amongst Imperial Forces in the North has lessened - though never abated. Although the momentum of the Republic has not yet been met entirely, fortification efforts and victorious naval campaigns have evened the footing at least slightly. Eyes align on systems such as Vykos, Nam'ta and Orsus to see how this proceeds.."
((OOC: The Balance of Power system has begun! Missions that relate to grand changes in the Northern Territories will have an impact on the balance of power shown above, with the end result being that the balance of power's state at the start of the next war arc will determine how strong the Republic will be in the area. The balance of power can be pushing in our favour with bigger scale events aimed at taking the Republic down or fortifying ourselves in the North. This can be achieved through Operations, Adventures and Guild Events. The blue represents the Republic, and the Empire is red! This is organised by the Guild Team, so please direct OOC questions to them.))
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