Stimulants refers to a wide variety of substances, that can be used to enhance your character's abilities. In combat, they cost a Bonus Action to use.
There is no limit to how many stimulants you can carry, but be warned that excessive use can cause dangerous side effects.
Whilst many stimulants are legal, reputable doctors can only sell you 1 stimulant per 24 hour period. In addition, carrying large quantities of stimulants, legal or not, is likely to draw the attention of local law enforcement when in Council space.
Designed for military use, this stimulant provides short-term boosts to strength, stamina, and reaction times. (Legal)
For the next hour, gain Advantage and +1 to any rolls that use your Body attribute.
Will inflict the 'Exhausted' status when it wears off.
Cost - 250
A mental stimulant, popular among politicians and negotiators for its ability to improve short term memory and mental focus. (Legal)
For the next hour, gain Advantage and +1 to any rolls that use your Mind attribute.
Will inflict the 'Braindead' status when it wears off.
Cost - 250
A depressant, often prescribed as a method of reducing stress among overworked and hyperactive patients. (Legal)
For the next hour, gain Advantage and +1 to any rolls that use your Will attribute.
Will inflict the 'Despair' status when it wears off.
Cost - 250
Popular among pro-athletes, these pills increase the rate of muscle recovery much faster than traditional methods. (Legal)
Regain one Combat Talent use.
Taking more than one in a 24 hour period has no effect.
Cost - 100
These pills are designed to promote healthy brain activity, such as forming new neural pathways and improving general recall. (Legal)
Regain one Tech Talent use.
Taking more than one in a 24 hour period has no effect.
Cost - 100
Novice Biotics are often prescribed these pills as a way of combatting the nausea and headaches caused by prolonged Biotic training. (Legal)
Regain one Biotic Talent use.
Taking more than one in a 24 hour period has no effect.
Cost - 100
A very mild performance enhancer, it was cleared for legal use thanks to its organic formula and lack of side effects. (Legal)
For the next hour, your base movement speed is increased by 1m.
Cost - 25
A newly discovered strain of fungus, its hallucinogenic effects on the mind are popular among creatives, but very little research exists on the side effects. (Illegal)
For the next hour, every time you make a roll using your Mind attribute, flip a coin.
On a heads, add double your Mind attribute to the roll. On a tails, subtract your Mind attribute from the roll instead.
(If your Mind attribute is a negative number, this drug has no effect on you.)
Taking more than one in a 24 hour period has no effect.
Cost - 30
When inhaled, this gas can boost a user's Biotic abilites, however it is extremely toxic and can cause rapid death if taken in large quantities. (Illegal)
For the next 10 minutes, Deal an additional 1d4 Biotic damage on all Biotic Talents for each dose taken.
Take 1d4 Biotic damage directly to your HP for each dose taken.
Cost - 200
Briefly appearing in professional sports leagues, this performance enhancer was quickly banned, although still available in some black markets. (Illegal)
For the next 10 minutes, your base movement speed is increased by 6m.
Taking more than one in a 24 hour period grants you the 'incapacitated' effect until your next long rest.
Cost - 50
The club-goer's drug of choice, Hallex heightens physical sensations and gives the user a mild euphoria, at the cost of reduced mental function. (Illegal)
For the next hour, gain +2 to any rolls that use your Body attribute, but -2 to rolls that use your Mind attribute.
After the drug wears off, all attributes are reduced by 1 until your next long rest.
Cost - 50
An addictive Biotic-enhancing drug, many non-Biotics are known to use it for the temporary powers it grants. (Illegal)
Receive one free use of the 'Pull' or 'Throw' Biotic Talent, must be used within 1 hour.
(Asari are immune to the effects of red sand)
After taking a dose, roll a Will save with a difficulty of 1. On a failure, you become addicted to Red Sand and suffer -1 to all Attributes for each 24 hours that passes without a dose.
Each time you take a dose without becoming addicted, the difficulty of the roll goes up by 1.
Addiction can be cured at high-grade medical facilities or by not taking a dose for 96 hours.
Cost - 50