- My favorite: Set Stimpacks to add Overdose points to a character. When enough have accumulated the character will collapse from chemical overdose and take damage. I do not know, however, how long accumulated OD pts. stay w/a character. It may be linked to heal rate (just like the removal of the "Bandaged" state is), or it make be linked to a drug's duration. So some experimentation is in order to fine tune/explore this solution/modification.
- Rather than poisoning a character, if you want to remove the HP that are gained, you can set up all types of Stimpack to do damage after a certain time. Rather than the few measly HP you loose from a Super Stim (9 in all) you could set up even the lowly Stimpack to do the mean number of points cured (avg. of 5-20 = 12.5 rounded up to 13), perhaps splitting the amount into two groups of 3 and 10 or 5 and 8 or whatever is to your liking. (Note that the use of a mean figure means that you can actually loose more HP in the long run than you gained in the short run...)
- Not really a modification, but the mapper/designer can simply place very, very, very few on the map. This will make players save Stimpacks for when they need them, for instance a scout is shot up behind enemy lines and the player can't get his/her non-sneaking medic through to him/her.
OTB