Stims
"Stim" is a colloquial term for any of a wide variety of quickly-injectable biochemical agents that can provide healing, enhancements, and other effects in a single-use, easily-applied packet.
Medical Stims
Medical Stims contain a mixture of nanobots, antiseptic agents, coagulating fluids, and artificial blood, designed to quickly stabilize a wide variety of traumatic injuries. They typically have both a spray nozzle and a syringe, depending on whether they are treating a surface or internal injury. Either way, they can be quickly applied (as a swift action).
Name | Level | Market Value | Description |
---|---|---|---|
Minor Healing Stim | 0 | 1 SP | Heals for 1 hp |
Lesser Healing Stim | 1 | 3 SP | Heals for 1d10 hp |
Greater Healing Stim | 5 | 1 GP | Heals for 2d10+10 hp |
Superior Healing Stim | 10 | 3 GP | Heals for 3d10+20 hp |
Grand Healing Stim | 15 | 10 GP | Heals for 4d10+40 hp |
Performance Enhancements
- (Athletics Stim, name TBD): grants +6 movement, double jump for 10 minutes, then a level of exhaustion. 2 SP
- (Rage Stim, name TBD): grants advantage to Strength-based attack and damage rolls, but disadvantage to defense rolls. Lasts 1 minutes, then applies a level of exhaustion. 2 SP
- Silent as the Grave: makes your heart beat slowly, eliminates jitter, slows respiration, makes your skin blue. Advantages to aiming, sniping, stealth, sleight of hand.
- Chameleon Spray: spray on your skin, it becomes a chameleon skin granting disguise, stealth bonuses, invisibility, etc.