Chems

Chems have a variety of effects, both helpful and deleterious. Some are developed for military use, while others see more recreational employment. All chems are addictive, to some extent, and should therefore be used carefully. However, their beneficial properties can often make them worth the risk, particularly for combat chems. It is a move action to use a chem.

Numeric changes due to a chem's addiction effects are temporary bonuses or penalties, and don't count as permanent bonuses or ability damage. All numeric bonuses produced by chems are of the Alchemical type, and override all other alchemical bonuses. Numeric bonuses produced by addictions are addiction bonuses, and don't stack with bonuses granted by other addictions (use the highest).

Addiction

The first time a character uses a chem, make a DC 5 Fortitude save. A failed save results in minor addiction to that chem (see each chem for the effects). A character may addicted to more than one chem. A successful save prevents addiction. Each time the character uses that particular chem after the first, the Fortitude DC increases by 2. Abstaining from the chem for one month resets the base DC to 5.

A character with a minor addiction must take the chem at least once per week, or suffer a -2 penalty on all rolls in addition to the minor addiction effects of the particular chem due to withdrawal. A character may recover from minor addiction by abstaining from the chem for two months, but the base DC to resist addiction to that chem in the future is adjusted to 10.

A character with a minor addiction who fails their save to resist addiction suffers from major addiction. Major addiction is more severe, and the effects are detailed in each individual chem. A character with a major addiction must take the chem every other day, or suffer a -4 penalty on all rolls in addition to the major addiction effects of the particular chem due to withdrawal. A character may recover from major addiction by abstaining from the chem for three months, but the base DC to resist addiction to that chem in the future is adjusted to 15.

A character with a major addiction who fails their save to resist addiction suffers from terminal addiction. Terminal addiction is very serious. A character with a terminal addiction must take the chem every day, or suffers a -4 penalty on all rolls and is staggered in addition to the major addiction effects of the particular chem due to withdrawal. A character may recover from terminal addiction by abstaining from the chem for six months, but the base DC to resist addiction to that chem in the future is adjusted to 20.

A character with a terminal addiction who fails their save to resist addiction dies. They can only be brought back via a resurrection or reincarnation spell. If reincarnated, they return with a terminal addiction to the chem. If resurrected, they are no longer addicted, but still have the base DC to resist addiction set to 20 for that chem.

A character suffering the effects of withdrawal can ignore its effects for 1 hour if subjected to a remove disease or lesser restoration spell. If subjected to a restoration spell (100 sy version), they can ignore it for a full day. This only negates the additional penalty due to withdrawal, not the base addiction effect. Addiction can be removed entirely with a heal spell, though the caster must provide 5 doses of the drug per level of addiction as a material component.

List of Chems

Heart-Starter

This chem is commonly used to resuscitate the dead when possible. If used on a creature with a heart that died less than a minute ago, it grants them 2d6+2 temporary HP (does not stack with itself). If this brings them to greater than their negative Con score, then they are alive, conscious, and stable, but nauseated. This lasts for 1 minute. They can then be healed through normal means. Once their actual HP is higher than their negative Con score, these temporary HP disappear and the subject falls unconscious. If not healed within the minute, they die again and cannot be revived with this drug.

Using this chem on a willing or helpless living creature with a heart induces cardiac arrest. The subject must make a DC 15 Fortitude save. On a success, they suffer 1d4 Con damage. On a failure, they suffer 3d6 Con drain.

Heart-Starter, unlike most chems, is non-addictive. Heart-Starter has no effect on creatures without hearts.

Frenzon

This chem drives the user into a berserk rage, granting them the effects of the barbarian's Rage ability for 1 minute. During this time, they must attack the nearest threat they can perceive. In addition to enemies, any creature touching or taking an action that affects the chem user (such as casting a spell) is perceived by the user as a threat. Once the chem wears off, the user is staggered for one round. This chem has no effect on a staggered creature.

Frenzon is a very addictive chem, due to its inherently beneficial physical enhancements.

Minor addiction: +2 Str, +1 natural armor, -2 Int/Cha

Major addiction: +4 Str, +1hp/lvl, +2 natural armor, -4 Int/Cha, -2 Wis

Hawkeye

In spite of its name, this chem heightens both vision and hearing, and is favored by scouts, snipers, hunters, guards, and others whose lives rely heavily on their ability to perceive their surroundings. Hawkeye grants a +5 alchemical bonus on Perception checks, and negates the penalty to Perception due to distance (this doesn't let a creature see beyond the horizon). However, while under the effects of this drug, the user suffers a -4 penalty to saves against blinding or deafening effects. Hawkeye lasts for four hours.

Hawkeye's addictive effects are mild, but many of its users become addicts, due to the frequency with which they benefit from the drug.

Minor addiction: +1 Perception/Sense Motive

Major addiction: +2 Perception/Sense Motive, -2 on saves against blinding or deafening effects.

Stimm

This chem is used frequently by injured or worn-out soldiers to help shake off their ailments and keep them fighting until they can get proper treatment. When used, stimm grants the subject 5d8 temporary HP that are lost before other HP. It also lets them suppress one of the following ongoing ailments afflicting them for the chem's duration: nauseated, sickened, fatigued, exhausted, shaken, dazzled, dazed, stunned, or staggered. The condition returns at the end of the stimm's duration. While the chem lasts, they gain a +1 alchemical bonus to saves against effects that inflict any of those conditions. Additionally, if they are currently below zero HP, this rouses them back to consciousness, stabilizes them, and enables them to act normally until the temporary HP are lost or wear off.

Stimm lasts for one hour. At the end of this duration, the subject loses any remaining temporary hit points, and becomes exhausted. If they were already exhausted when they took stimm, or are exhausted when it wears off, they instead take 1d4+1 Con damage and the exhausted effect continues as normal. If they were both exhausted when they took it and when it wore off, they take the Con damage and must then make a DC 20 Fortitude save or die of exhaustion. If they succeed, they instead fall unconscious.

Stimm is a standard part of most soldiers' kits, but is rarely addictive due to careful control of the supply.

Minor addiction: At the start of each day, gain 1d6 temporary HP. Does not stack with itself. -2 to saves vs fatigue when not under the effects of stimm.

Major addiction: At the start of each day, gain 2d8 temporary HP. Does not stack with itself. Fatigued when not under the effects of stimm.