Plasma Hype
Activate ◆ Interact
A synthetic adrenaline supplement that increases awareness and reaction time. Plasma hype has been infused with a specific mixture of Numerian fluids and other alchemical reagents to improve upon the original hype formula.
Saving Throw DC 30 fortitude
Maximum Duration 1 minute
Stage 1 +10-foot status bonus to speed, quickened and can use the additional action to Step, Stride, Climb, or Swim (1 round)
Stage 2 quickened and can use the additional action to Step or Stride (1 round)
Stage 3 Drained 2 and Stupefied 2 (1 round)
Traits
Alchemical items are powered by reactions of alchemical reagents. Unless otherwise noted, alchemical items aren't magical and don't radiate a magical aura. Alchemical creatures are partially powered by alchemical reactions.
An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four.
An item with this trait is a drug, a poison that conveys short-term benefits in addition to harmful side effects and long-term consequences. Each time a creature uses a given drug it must also attempt a saving throw against addiction to that drug.
An ingested poison is activated by applying it to food or drink to be consumed by a living creature, or by placing it directly into a living creature's mouth. A creature attempts a saving throw against such a poison when it consumes the poison or the food or drink treated with the poison. The onset time of ingested poisons typically ranges anywhere from 1 minute to 1 day.