Upon purchasing, crafting, or scavenging, a Consumable, they are provided one Unit, or use, of that Consumable.
Consumables are used as a Use Consumable Action according to their description. If a Consumable is used, a Unit is exhausted, or “consumed”, and cannot be used.
Munition Consumable Listing
All Munitions have a Weight of 2.
Arcm Rail – 5ore – 4 Fragments & 8 Glass
Stun a single non-Machine target in LoS for 1 Round.
OR Deal 1d6 + 14 Electrical Damage to a single Machine target in LoS which cannot be Soaked.
Hard Fog – 5ore – 2 Cyclogen & 8 Glass
The Character chooses a target Square in Medium Range, and create a Giant Sized Volume of Fog. Targets moving through or within this Fog are Slowed. Offensive Actions and Physical Skill Tests made through or within this Fog suffer a -2 penalty.
This Fog persists for 7 Rounds.
Hellfire Mine – 5ore – 1 Osmium & 8 Glass//RESTRICTED
Choose a target Square within LoS. Deal 1d6 + 14 Thermal Damage to the first target which moves within Close Range of the target Square.
Inflatable Cover – 5ore – 4 Fragments & 8 Glass
The Character chooses a Square within Touch Range, this Consumable creates a Large piece of Cover. The Cover has 4 Physical Soak, 3 Special Soak, and 27 Health. The piece of Cover will persist indefinitely, and cannot be recovered.
Longinus Lance – 5ore – 2 Osmium & 8 Glass//RESTRICTED
Deal 1d6 + 9 Piercing Osmium Damage at -2 Armor Penetration. The target will be impaled by the Lance, inflicting the Bleeding and Slowed Conditions. Additionally, the target will be unable to regenerate Health while they are impaled.
The Lance may be removed from the target as a Complex Action at Touch Range.
Osmium Dust – 5ore – 1 Osmium & 8 Glass
The Character chooses a target Square in Medium Range, and create a Giant Sized Volume of Fog. Targets within or moving through the Fog suffer 1 Poison Token per Round they remain. Targets with a Weakness top Osmium suffer double Poison Tokens. Characters wearing Hazard Seals may ignore the Poison.
Additionally, targets within the Fog will be unable to use Mancy and Shaping, and are unaffected by the same.
This Fog persists for 3 Rounds.
Magnetic Shorty – 5ore – 4 Fragments & 8 Glass
As a Ballistic Attack Action, deal 2d6 + 6 Piercing Damage to a single target within Close Range. Using this Consumable does not prevent the Character from taking a Complex Action.
Throwing Knife – 3ore – 2 Fragments & 4 Glass
This Consumable is used as a Melee Action versus are target within Throw Range LoS. If Successful, deal 1d6 + Alacrity Slashing Damage with -2 Armor Penetration.
Each Unit of this Consumables coffer 2 uses.
Alchemical Consumable Listing
All Alchemical Consumables have a Weight of 1.
Acacia – 27ore – cannot be crafted//ILLICIT
Raises the Dead; the miracle, as its called. A unique nanocyte organism once found in Jaqek.
A single target which has not been Destroyed in Touch Range recovers all Critical Health and 1 point of Health, and Dead or Incapacitated Conditions are removed.
The target suffers 3 Levels of Exhaustion.
Anesthetic – 5ore – 1 Kamatite & 8 Glass
Suppresses the Aura.
The Aura of a target within Touch Range becomes Inactive for the next Hour.
Intoxicant – 5ore – 12 Glass
The Character may only use this Consumable at Self Range. Any Psychic Damage suffered by the Character is reduced by half, but they will suffer a Disadvantage to all Power rolls. These effects last until the end of the Encounter.
Panaceas – 5ore – 2 Nanophile & 8 Glass
Heal deep wounds; medicinal nanocytes crafted by studying Acacia growths. Though Acacia itself is impossible to replicate, Panaceas is a welcome invention.
Removes the Bleeding Condition from a target win Touch Range, and the target will recover 1d6 Health every Round for the next 3 Rounds.
Poise – 5ore – 1 Cyclogen & 8 Glass
A target within Touch Range will no longer suffer the effects of being Battered, and cannot be knocked Prone for the remainder of the Encounter.
Medicinal Consumable Listing
All Medicinal Consumables have a Weight of 1.
Antidote – 5ore – 1 Osmium & 8 Glass
Cures the Poison.
Removes the Poisoned Condition and 3d6 Poison Tokens from a target within Touch Range.
Anti-Entheogens – 5ore – 1 Kamatite & 8 Glass
Immediately removes Desperation Disease Infections so long as the Infection has not reached the Proliferation Stage.
Herbalism – 5ore – 1 Cyclogen & 8 Glass
Remove up to 2d6 Psychic Damage from a target within Touch Range; if the target’s Aura becomes Active if currently Inactive.
Salve – 5ore – 1 Cyclogen & 8 Glass
Removes 1 Level of Exhaustion and 3d6 Suppression Tokens from a target within Touch Range.
The target may also ignore Extreme Temperature for the next Hour.
Sedative – 5ore – 1 Kamatite & 8 Glass
Calms the nerves.
Remove all Levels of Fear from a target within Touch Range.