My Suggestion:
A rapidly decaying "adrenaline" chemical that your body produces* sharing similar effects to synaptizine and painkillers (up for discussion), however it becomes temporarily debilitating when it leaves your system** causing immediate nausea and losing its beneficial effects. For simplicity's sake, this probably shouldn't show up on health scanners.
* when either A. your pain greatly exceeds your threshold or B. you take a huge amount of damage suddenly
** 1 unit or less?
It could passively build up, and be released when the above conditions are met* to prevent marines from just getting adrenaline constantly.
* and you have enough adrenaline
Details:
There's not much more to explain, unless someone asks about it.
Benefits:
Simply prevents you from just being incapacitated immediately, what you do with the time is up to you. This could be effective way to help counter-balance the removal of cloning as well.
Implementation:
Fairly straightforward, "Adrenaline" chemical effects, add a variable to the mobs that tracks how much adrenaline they have built up and allow the proc to trigger if the required conditions are met.
Other notes:
http://www.news-medical.net/health/What ... ne%29.aspx
According to this, Adrenaline causes your heart to beat rapidly and enables intensified respiration.
We might not need a defib buff like people are suggesting, it also plays a role in resuscitation.
It's also been linked to heart problems and brain damage, so minor brain and heart damage to help balance it?
It could potentially be used more, but let's stick to what we have for now.
Despite initiating several different responses, epinephrine’s(Adrenaline) effects have a collective purpose – to provide energy so that the major muscles of the body can respond to the perceived threat.