Consumables

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Using Consumables

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 Consumables have a Weight of 1.


Arcm Rail – 5ore – 4 Fragments & 8 Glass

This Consumable is used as a Ballistic Action versus a single target in Close LoS. If successful, deal 1d6 + 14, and reduce the target’s System by half if the target has a System rating.

Hellfire Grenade – 5ore – 1 Osmium & 8 Glass//RESTRICTED

After a Throw Action, and deal 2d6 + 6 Explosive Thermal Damage.

A Successful Dodge will reduce this Damage by half.

Inflatable Cover – 5ore – 4 Fragments & 8 Glass

The Character chooses a Square within Touch Range, and this Consumable creates a 3 Square Wide, 2 Square High piece of Cover. The Cover has 4 Physical Soak, 3 Special Soak, and 30 Health. The piece of Cover will persist indefinitely, and cannot be recovered.

Longinus Lance – 5ore – 2 Osmium & 8 Glass//RESTRICTED

This Consumable is used as a Ballistic Action versus a single target in Close LoS. If successful, deal 1d6 + 9 Piercing Osmium Damage, ignoring half the the target’s Soak. The target will also be incapable of regenerating Health for 1 Round.

Osmium Dust – 5ore – 1 Osmium & 8 Glass

The Character chooses a target within Throw Range, and creates a Huge Sized Volume of Fog. Targets within or moving through the Fog suffer 1 Poison Token per Round they remain. Characters wearing Hazard Seals may ignore the Poison.

Additionally, anything within the Fog will be unaffected by and unable to use Mancy and Shaping.

This Fog persists until the end of the Encounter.

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 -3 Armor Penetration.

Each Unit of this Consumables coffer 2 uses.


Alchemical Consumable Listing

All 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 suffer 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.

A single target in Touch Range 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 for the remainder of the Encounter.


Medicinal Consumable Listing

All Consumables have a Weight of 1.


Antidote – 5ore – 1 Osmium & 8 Glass

Cures the Poison.

Remove up to 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

Soothes.

Remove up to 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.


Consumables

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