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Young man enhanced by the tar super-drug (Steel DC Comics)

Tar and S-Tar enhancement drugs


Power Level:
Game system: DC Heroes Role-Playing Game

History

Those street combat drugs seem to have been derived from research programs into military combat drugs run by the Amertek corporation with the US military. As such they were chiefly seen in the hands of Washington, D.C. street gangs (where the Amertek corporate HQ is), though doses were sold elsewhere. Doses look like a test tube full of drinkable fluid.

A person drinking Tar immediately hulks out, considerably growing in size and developing superhuman muscle mass and strength instantly – the extra mass likely is drawn from an otherdimensional source. The effect is relatively short and there are many instances of users “de-taring” in the middle of a fight – none of them ever bothered to clock a Tar transformation, and the duration seems random anyway.

In one instance, a person with a recently broken arm was able to fully use his arm while under the effect of Tar ; it is likely that such conditions return as soon as the Tar’s effect fade, possibly with extra pain of damage from having unreasonably pushed the body.

Young man under the influence of the Tar super-strength drug

When clocking a Tar dose, remember than as usual in comic books, a fairly involved conversation can fit into a single Phase – the ability to, whenever it is dramatically appropriate, deliver soliloquies in what corresponds to a few seconds of action is a staple of the media.

Persons under Tar are usually able to withstand small arms fire, and there is even a known example of a subject taking a glancing hit from a BG-80 “Toastmaster” energy rifle without telling damage. Subjects seem to be able to lift several tons, though there are usually to feverishly aggressive to perform weight-lifting feats.

Tar’s influence promote a reckless, aggressive, warlike, uninhibited behaviour.

Basic Tar seems to be roughly as addictive as crack cocaine, and even more dangerous medically speaking – the lifetime of most tarheads seems to be about 2-3 years after starting to do Tar. Super-Tar is even more addictive, and no person has been known to survive more than three hits of it before dying to massive internal bleeding.

Amertek ran into serious trouble with the hero Steel in the mid-90s, which likely killed that source of Tar production, but other sources – or very similar chemical compounds – likely exist. For an example of a vaguely similar, but less potent, DC Universe booster drug, see the writeups.org entry for Mega-Flex.


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Game Stats — DC Heroes RPG Print Friendly

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Tar

[BODY 01 /STR/ 08 /BODY/ 06 Growth: 02, Bonus: Tar suspends the effect of non-permanent wounds (e.g., a broken arm) as long as it is active ; Limitations: Growth is Already Factored In ; Tar effects last for 3+1d10 Phases – then /STR/, /BODY/ and Growth all start losing 2 APs per Phase until the person is back at baseline ; Drawback: Addictive and damaging, Minor Rage]


S-Tar (Super-Tar)

[BODY 01 /STR/ 09 /BODY/ 08, Growth: 02, Bonus: Tar suspends the effect of non-permanent wounds (e.g., a broken arm) as long as it is active ; Limitations: Growth is Already Factored In ; Tar effects last for 3+1d10 Phases – then /STR/, /BODY/ and Growth all start losing 2 APs per Phase until the person is back at baseline ; Drawback: Addictive and highly damaging, Serious Rage]

By Sébastien Andrivet

Source of Character: Steel series (1994)

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