Star Wars Knights of the Old Republic II: The Sith Lords/Useable

Stimulants
Stimulants are all Single Use and have Duration: 120 seconds. Stim bonuses that affect the same statistic do not stack: while one is active, using another with the same bonuses has no effect, even if they're greater.

An organic character can use an Adrenal or Hyper-adrenal Strength, Alacrity and Stamina, as well as one battle stimulant. It's advisable to use stimulants before engaging in combat wherever possible, as once active they'll normally outlast it.

All stimulants can be created using a with sufficient  rank and Chemicals:

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Adrenal Strength

 * Skill Required to Create: (3)
 * Single Use
 * Attribute Bonus: +4
 * Duration: 120 secs

A shot of this enhancer provides a temporary boost in the strength of the user. The effect wears off after a short time, and side effects are considered minimal. Stim bonuses that affect the same statistic do not stack.

Adrenal Alacrity

 * Skill Required to Create: (6)
 * Single Use
 * Attribute Bonus: +4
 * Speed: Movement +20%
 * Duration: 120 secs

A shot of this enhancer provides a temporary boost in the dexterity of the user. The effect wears off after a short time, and side effects are considered minimal. Stim bonuses that affect the same statistic do not stack.

Adrenal Stamina

 * Skill Required to Create: (9)
 * Single Use
 * Attribute Bonus: +4
 * Duration: 120 secs

A shot of this enhancer provides a temporary boost in the constitution of the user. The effect wears off after a short time, and side effects are considered minimal. Stim bonuses that affect the same statistic do not stack.

Hyper-adrenal Strength

 * Skill Required to Create: (15)
 * Single Use
 * Attribute Bonus: +6
 * Duration: 120 secs

More effective than the basic model, this stim uses a risky cocktail of chemicals to boost the strength of the user. Stim bonuses that affect the same statistic do not stack.

Hyper-adrenal Alacrity

 * Skill Required to Create: (18)
 * Single Use
 * Attribute Bonus: +6
 * Speed: Movement +30%
 * Duration: 120 secs

This model of alacrity stim uses a very powerful mixture of chemicals to produce an incredible increase in the dexterity of the user. Stim bonuses that affect the same statistic do not stack.

Hyper-adrenal Stamina

 * Skill Required to Create: (21)
 * Single Use
 * Attribute Bonus: +6
 * Duration: 120 secs

Steeling the user against pain, this stim provides a very large boost in constitution. Stim bonuses that affect the same statistic do not stack.

Battle Stimulant

 * Skill Required to Create: (12)
 * Single Use
 * Bonus: max +8pts
 * +1
 * +1
 * Duration: 120 secs

This stimulant enables the user to better absorb damage and focuses the mind on the fight, improving the ability to hit. The effect wears off after a short time. Stim bonuses that affect the same statistic do not stack.

Hyper-battle Stimulant

 * Skill Required to Create: (23)
 * Single Use
 * Bonus: max +16pts
 * +2
 * +2
 * Duration: 120 secs

This stim removes all distractions, allowing the user to focus purely on the battle. The user is almost oblivious to damage suffered. Stim bonuses that affect the same statistic do not stack.

Echani Battle Stimulant

 * Skill Required to Create: (30)
 * Single Use
 * Bonus: max +25pts
 * +3
 * +3
 * Duration: 120 secs

This stimulant produces a chemical cocktail that sends a boost of adrenaline through the body, focusing the mind and bolstering the user's tolerance for damage. Stim bonuses that affect the same statistic do not stack.

Medpacs
Medpacs are all Single Use but cannot be used by s. Only one can be used per round once engaged in combat (unless a shield or stimulant has already been used in that round), although there's no restriction when this isn't the case. They're normally only received from enemies killed if they weren't used beforehand. All medpacs can be created using a with sufficient  rank and Chemicals:

Medpac

 * Skill Required to Create: (1)
 * Single Use

A medpac contains essential equipment for the treatment of wounds. They cannot be used by droids. Basic medpacs heal 10 vitality points + WIS modifier + user's skill in Treat Injury.

Advanced Medpac

 * Skill Required to Create: (10)
 * Single Use

An advanced medpac contains an improved array of equipment for the treatment of wounds. They cannot be used by droids. Advanced medpacs heal 20 vitality points + WIS modifier + (2 x user's skill in Treat Injury).

Life Support Pack

 * Skill Required to Create: (20)
 * Single Use

A life support pack contains dermal regenerators and other equipment for the treatment of wounds. They cannot be used by droids. Life support packs heal 30 vitality points + WIS modifier + (3 x user's skill in Treat Injury).

Antidote Kit

 * Skill Required to Create: (5)
 * Single Use

This kit contains wide-spectrum antidote hypospray injectors designed to neutralize all known poisons. Lowered attribute scores are returned to normal and physical damage is halted. Damage already suffered must still be healed by other means.

Repair kits
Repair kits are all Single Use and allow a droid to repair itself. Only one can be used per round once engaged in combat (unless a shield has already been used in that round), although there's no restriction when this isn't the case. All repair kits can be created using a with sufficient  rank and Components:

Repair Kit

 * Skill Required to Create: (1)
 * Single Use

Included are the basic tools needed to repair a droid that has been damaged in combat. Basic kits repair 15 vitality points + INT modifier + user's skill in Repair.

Advanced Repair Kit

 * Skill Required to Create: (10)
 * Single Use

Included are an improved assortment of tools and parts needed to repair a droid that has been damaged in combat. Advanced kits repair 25 vitality points + INT modifier + (2 x user's skill in Repair).

Construction Kit

 * Skill Required to Create: (20)
 * Single Use

Included are electrical regulators designed to isolate malfunctions and all the parts needed to repair a damaged droid. Construction kits repair 35 vitality points + INT modifier + (3 x user's skill in Repair).

Squad Recovery Stim

 * Single Use

Each squad recovery stim includes a number of fittings to be placed on every member of the group (automatically done at purchase). When activated, a stim shot is triggered that heals everyone for 10 vitality points. This unit also includes electro-stim fittings that spur the auto-repair functions of droid group members, effectively repairing them for 10 vitality points as well.

In inventory, Squad Recovery Stims are listed under Miscellaneous rather than Useable.