JITTER
JTR-102b or “Jitter” is a military grade solution to the absence of a cup of coffee and a good night’s rest. Jitter allows mission critical employees to operate around the clock without stopping to rest. When jitter is injected it immediately attaches itself to the subject’s nervous and endocrine systems. The nanites assist in the production hormones, adrenalin, and other chemicals that emulate the effects of a good night rest.
Any subject injected with jitter gains all the benefits of 8 full hours of uninterrupted rest. This allows the subject to regain some Hit Points, all their Stamina Points, and remove the fatigued or exhausted condition. (If spell casting is present in your campaign a caster may still have to spend time to study or pray to memorize spells).
Although the effect of the nanites is non-addictive, there are occasionally some undesired side effects. Overuse, or a simple bad reaction to jitter results in confusion. Each time jitter is used there is a 1% chance of gaining the confused condition because parts of the brain fail to reset while the body releases extra hormones, adrenalin, etc. If a subject were to take jitter for several consecutive days their chance of confusion doubles each time its used 1%, 2%, 4%, 8%, 16%, 32%, 64%, 100%. There is no saving throw against this confusion and the condition lasts for 24 hours or a specialized nano-hunter is administered to counter the effects of the jitter nanites. In addition, once anyone has succumbed to jitter induced confusion they can no longer use jitter without regaining the confused condition.
Jitter can only be used once per day. The nanites remain active in the user’s system for 24 hours. Additional injections have no benefits, but do require the subject to make and additional % check to avoid the confused condition.

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