Consumables
Potions, herbal remedies, and deadly toxicants — single-use items that can turn the tide of battle or seal a target’s fate.
Potions
Potions come in two varieties: those infused with arcane energy and those powered by nanite technology. Both are consumed as an action unless otherwise stated.
Magic Fused Potions
| Potion | Cost | Duration | Effect |
|---|---|---|---|
| Cat’s Grace | 50 | 5 Rounds | Grants +1 Reflex Modifier. |
| Disguise | 80 | 1 Hour | Magically alters form granting a humanoid disguise. DC 15 Awareness, Insight, or Nuance to see through. |
| Enhancement | 150 | 3 Rounds | Grants +2 on all Skill Checks and Defense Rolls. |
| Firewall | 80 | 3 Rounds | Gives +2 against being Hacked or Infected with a Program. |
| Hacking | 100 | 3 Rounds | Gives +2 to Hacking Skill Checks. |
| Invisibility | 200 | 1 Hour | Temporarily grants Invisibility to Technology. |
| Neural Boost | 100 | 1 Minute | Grants +2 on any Cognition based Skill Checks. |
| Neural Shield | 250 | 1 Hour | Gain Immunity to Hacking and Programs. |
| Power Boost | 100 | 1 Minute | Grants +2 on any Strength or Agility based Skill Checks. |
| Rejuvenation Lv 1 | 100 | Instant | Heals Minor Injuries and grants 1d6 + 4 HP. Organic creatures only. |
| Rejuvenation Lv 2 | 150 | Instant | Heals Minor Injuries and grants 2d6 + 6 HP. Organic creatures only. |
| Rejuvenation Lv 3 | 300 | Instant | Heals Minor Injuries and grants 3d6 + 8 HP. Organic creatures only. |
| Repair Lv 1 | 50 | Instant | Repairs 2d8 HP to Non-organic creatures. |
| Repair Lv 2 | 120 | Instant | Repairs 3d8 HP to Non-organic creatures. |
| Shielding | 100 | 3 Rounds or until depleted | Grants +10 THP. |
| Speed Boost | 180 | 1 Minute | Grants +4 m to Movement Speed and +2 m to vertical jump. |
Nanite Fused Potions
Note: Nanite fused potions are technologically derived and may cause side effects. These effects occur after the potion’s duration expires.
| Potion | Cost | Duration | Effect | Side Effects |
|---|---|---|---|---|
| Anti-Radiation | 80 | 5 Rounds | Grants +2 on Defense Rolls against Radiation and stops the progression of Irradiation. | Take 1 Level of Exhaustion. |
| Healing Lv 1 | 50 | Instant | Heals 1 Minor Injury and gives 1d4 + 4 HP. Organic and Non-Organic. | Can only use one per Encounter. Exceeding = 1 Level Exhaustion per extra use. |
| Healing Lv 2 | 80 | Instant | Heals 2 Minor Injuries and gives 2d4 + 6 HP. | Can only use one per Encounter. Exceeding = 1 Level Exhaustion per extra use. |
| Healing Lv 3 | 150 | Instant | Heals 3 Minor Injuries and gives 3d4 + 8 HP. | Can only use one per Encounter. Exceeding = 1 Level Exhaustion per extra use. |
| Invisibility | 150 | 1 Hour or Hostile Action Taken | Grants Invisibility using nanites to bend light. | Take 1 Level of Exhaustion. |
| Nanite Booster | 100 | 3 Rounds | Grants +2 on all Defense Rolls. | Take 1 Level of Exhaustion. |
| Resistance | 150 | 3 Rounds | Gains Resistance to all Non-magical damage. | Become Vulnerable to Magic Damage for the Duration. |
| Speed | 120 | 3 Rounds | Grants +2 Reflex and +3 m to Movement Speed. | Take 1 Level of Exhaustion. |
| Fortitude | 200 | 3 Rounds | Grants +2 Endurance and +2 Strength Ability Score and 1d8 THP. | Take 2 Levels of Exhaustion afterwards. |
Herbalist Concoctions
Crafted by herbalists from rare flora and fauna, these concoctions require an Herbalist’s Kit to produce. Each concoction can be consumed as an action.
| Concoction | Cost | Duration | Effect |
|---|---|---|---|
| Bamaozi Tusk Shavings | 200 | 5 Rounds | Grants +2 to Strength Ability Score. |
| Colossi Skin Salve | 400 | Instant | Negates all Negative Death Rolls. Must be given within 1 minute of Death. |
| Enhanced Healing Salve | 500 | Instant | Grants 6d8 HP + user’s Aptitude Dice. |
| Fear Resistant Worms | 150 | 5 Rounds | Grants +2 to Will Defense Rolls against Fear. |
| Glacial Wyvern Foot Fungus | 400 | 2 Rounds | Grants +2 Action Points per Round. |
| Gravibison Horn Powder | 200 | 3 Rounds | Grants +2 to Endurance and Strength Ability Scores. |
| Healing Herbs | 120 | Instant | Grants 1d8 + user’s Aptitude Dice. |
| Healing Salve | 350 | Instant | Grants 3d8 + user’s Aptitude Dice. |
| Hollow Hound Gut | 180 | 1 Minute | Grants +2 to Awareness Skill Checks. |
| Irradiated Shroom | 100 | 1 Minute | Grants +2 to Charm Ability Score. |
| Love’s Embrace Lily | 300 | 1 Minute or until harmed | Becomes Charmed by the next person they see. |
| Luminarachnid Saliva | 200 | 1 Minute | Grants +2 to Cognition Ability Score. |
| Mud of Enlargement | 350 | 1 Minute or until THP depleted | Size increases 5×, +2 Strength, -2 Agility, +15 THP. |
| Murkfin Snapper Soup | 150 | 1 Minute | Grants +2 to Intuition Ability Score. |
| Mutant Salve | 130 | 5 Rounds | Grants Resistance to Radiation and Toxins. |
| Mutatigris Meat Stew | 160 | 5 Rounds | Grants +2 to Endurance Ability Score. |
| Nature’s Shield | 200 | 1 Minute or until THP depleted | Grants +20 to THP. |
| Nuclear Ooze Stool | 300 | Instant | Heals any effect which decreases Ability Scores. |
| Root of Quickness | 180 | 5 Rounds | Grants +3 Reflex Modifier, +4 to Movement Speed. |
| Shrinking Shrooms | 150 | Instant | Size decreases 2×, +3 Agility, -3 Strength. |
| Springtail Juice | 400 | Instant | Removes one Condition or Effect. |
Toxicants
Toxicants are deadly substances used to debilitate or harm targets. They can be applied in one of four ways:
Takes effect when the target touches the substance with exposed skin.
Must be consumed in food or drink to take effect.
Dispersed as a gas or fine powder; affects those who breathe it in.
Applied to a weapon; delivered on a successful hit that deals damage.
Defense Roll: When exposed to a toxicant, the target must make a Constitution saving throw against the listed DC. On a success, the target resists the effect. On a failure, the full effect applies for the listed duration.
| Toxicant | Cost | DC | Duration | Effect |
|---|---|---|---|---|
| Bio-hazard Serum | 250 | 14 | Instant | Deals 3d10 Poison Damage and 1 Level of Exhaustion. |
| Cybernetic Disruption | 320 | 13 | End of next Turn | Renders all Cybernetics in a creature inert. |
| Ethersteel Serum | 300 | 12 | 5 Rounds | Target suffers -2 to Strength and Endurance Ability Scores. |
| Electroshock Solution | 250 | 15 | 1 Round | Target is Stunned and their Speed is halved. |
| Euphoria Elixir | 200 | 14 | 5 Rounds | Target suffers -2 on Reflex Defense Rolls and Agility based Skill Checks. |
| Nanite Poison | 240 | 12 | End of next Turn | Target takes 3d6 Poison Damage and Blinded for the Duration. |
| Nanothorn Toxin | 320 | 14 | End of next Turn | Inflicts 4d6 Piercing Damage and Movement Speed halved. |
| Serpent’s Breath | 150 | 15 | 3 Rounds | Targets suffer -2 on Attack Rolls and Skill Checks. |
| Shadowleaf Venom | 400 | 14 | 3 Rounds | Target is Paralyzed for the Duration. |
| Venomous Bite Oil | 220 | 15 | 3 Rounds | Target takes 2d8 Poison Damage each Round. |
| Viper’s Kiss | 350 | 16 | 3 Rounds | Target suffers -2 on Defense Rolls against Spells and Magical effects. Additionally, they take +2d6 Poison Damage on the next successful spell attack. |
Programs
Hacking programs are single-use digital tools that can be loaded onto a Neural Link or compatible device. Each program is consumed on activation.
| Program | Cost | Effect |
|---|---|---|
| Backdoor | 500 | Grants unauthorized access to a system, bypassing standard security. |
| Blackout | 800 | Disables all electronic devices in a 10 m radius for 1 minute. |
| Cloak | 600 | Hides the user’s digital presence for 5 minutes. +2 to Stealth against digital detection. |
| Data Worm | 400 | Copies all accessible data from a system over 1 minute. |
| Firewall Breaker | 1,000 | Bypasses one layer of digital security. +2 to Hacking checks against firewalls. |
| Ghost Protocol | 1,200 | Erases all traces of the user’s activity from a system. |
| ICE Breaker | 800 | Neutralizes one Intrusion Countermeasure for 3 Rounds. |
| Jammer | 600 | Blocks all wireless communications within 20 m for 5 minutes. |
| Logic Bomb | 1,000 | Plants a delayed program that triggers on a specified condition. |
| Mimic | 800 | Replicates another user’s digital identity for 10 minutes. |
| Neural Spike | 1,500 | Targets a Neural Link, dealing 2d8 Psychic Damage. |
| Siphon | 600 | Drains credits from a connected financial system. 1d100 x 10 credits. |
| Trace | 400 | Tracks the physical location of a connected device for 1 hour. |
| Trojan | 800 | Installs a hidden program that activates later. Can carry one other Program. |
| Virus | 1,000 | Corrupts system data, imposing -2 to all system operations for 24 hours. |