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

PotionCostDurationEffect
Cat’s Grace505 RoundsGrants +1 Reflex Modifier.
Disguise801 HourMagically alters form granting a humanoid disguise. DC 15 Awareness, Insight, or Nuance to see through.
Enhancement1503 RoundsGrants +2 on all Skill Checks and Defense Rolls.
Firewall803 RoundsGives +2 against being Hacked or Infected with a Program.
Hacking1003 RoundsGives +2 to Hacking Skill Checks.
Invisibility2001 HourTemporarily grants Invisibility to Technology.
Neural Boost1001 MinuteGrants +2 on any Cognition based Skill Checks.
Neural Shield2501 HourGain Immunity to Hacking and Programs.
Power Boost1001 MinuteGrants +2 on any Strength or Agility based Skill Checks.
Rejuvenation Lv 1100InstantHeals Minor Injuries and grants 1d6 + 4 HP. Organic creatures only.
Rejuvenation Lv 2150InstantHeals Minor Injuries and grants 2d6 + 6 HP. Organic creatures only.
Rejuvenation Lv 3300InstantHeals Minor Injuries and grants 3d6 + 8 HP. Organic creatures only.
Repair Lv 150InstantRepairs 2d8 HP to Non-organic creatures.
Repair Lv 2120InstantRepairs 3d8 HP to Non-organic creatures.
Shielding1003 Rounds or until depletedGrants +10 THP.
Speed Boost1801 MinuteGrants +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.

PotionCostDurationEffectSide Effects
Anti-Radiation805 RoundsGrants +2 on Defense Rolls against Radiation and stops the progression of Irradiation.Take 1 Level of Exhaustion.
Healing Lv 150InstantHeals 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 280InstantHeals 2 Minor Injuries and gives 2d4 + 6 HP.Can only use one per Encounter. Exceeding = 1 Level Exhaustion per extra use.
Healing Lv 3150InstantHeals 3 Minor Injuries and gives 3d4 + 8 HP.Can only use one per Encounter. Exceeding = 1 Level Exhaustion per extra use.
Invisibility1501 Hour or Hostile Action TakenGrants Invisibility using nanites to bend light.Take 1 Level of Exhaustion.
Nanite Booster1003 RoundsGrants +2 on all Defense Rolls.Take 1 Level of Exhaustion.
Resistance1503 RoundsGains Resistance to all Non-magical damage.Become Vulnerable to Magic Damage for the Duration.
Speed1203 RoundsGrants +2 Reflex and +3 m to Movement Speed.Take 1 Level of Exhaustion.
Fortitude2003 RoundsGrants +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.

ConcoctionCostDurationEffect
Bamaozi Tusk Shavings2005 RoundsGrants +2 to Strength Ability Score.
Colossi Skin Salve400InstantNegates all Negative Death Rolls. Must be given within 1 minute of Death.
Enhanced Healing Salve500InstantGrants 6d8 HP + user’s Aptitude Dice.
Fear Resistant Worms1505 RoundsGrants +2 to Will Defense Rolls against Fear.
Glacial Wyvern Foot Fungus4002 RoundsGrants +2 Action Points per Round.
Gravibison Horn Powder2003 RoundsGrants +2 to Endurance and Strength Ability Scores.
Healing Herbs120InstantGrants 1d8 + user’s Aptitude Dice.
Healing Salve350InstantGrants 3d8 + user’s Aptitude Dice.
Hollow Hound Gut1801 MinuteGrants +2 to Awareness Skill Checks.
Irradiated Shroom1001 MinuteGrants +2 to Charm Ability Score.
Love’s Embrace Lily3001 Minute or until harmedBecomes Charmed by the next person they see.
Luminarachnid Saliva2001 MinuteGrants +2 to Cognition Ability Score.
Mud of Enlargement3501 Minute or until THP depletedSize increases 5×, +2 Strength, -2 Agility, +15 THP.
Murkfin Snapper Soup1501 MinuteGrants +2 to Intuition Ability Score.
Mutant Salve1305 RoundsGrants Resistance to Radiation and Toxins.
Mutatigris Meat Stew1605 RoundsGrants +2 to Endurance Ability Score.
Nature’s Shield2001 Minute or until THP depletedGrants +20 to THP.
Nuclear Ooze Stool300InstantHeals any effect which decreases Ability Scores.
Root of Quickness1805 RoundsGrants +3 Reflex Modifier, +4 to Movement Speed.
Shrinking Shrooms150InstantSize decreases 2×, +3 Agility, -3 Strength.
Springtail Juice400InstantRemoves one Condition or Effect.

Toxicants

Toxicants are deadly substances used to debilitate or harm targets. They can be applied in one of four ways:

Contact

Takes effect when the target touches the substance with exposed skin.

Ingested

Must be consumed in food or drink to take effect.

Inhaled

Dispersed as a gas or fine powder; affects those who breathe it in.

Injury

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.

ToxicantCostDCDurationEffect
Bio-hazard Serum25014InstantDeals 3d10 Poison Damage and 1 Level of Exhaustion.
Cybernetic Disruption32013End of next TurnRenders all Cybernetics in a creature inert.
Ethersteel Serum300125 RoundsTarget suffers -2 to Strength and Endurance Ability Scores.
Electroshock Solution250151 RoundTarget is Stunned and their Speed is halved.
Euphoria Elixir200145 RoundsTarget suffers -2 on Reflex Defense Rolls and Agility based Skill Checks.
Nanite Poison24012End of next TurnTarget takes 3d6 Poison Damage and Blinded for the Duration.
Nanothorn Toxin32014End of next TurnInflicts 4d6 Piercing Damage and Movement Speed halved.
Serpent’s Breath150153 RoundsTargets suffer -2 on Attack Rolls and Skill Checks.
Shadowleaf Venom400143 RoundsTarget is Paralyzed for the Duration.
Venomous Bite Oil220153 RoundsTarget takes 2d8 Poison Damage each Round.
Viper’s Kiss350163 RoundsTarget 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.

ProgramCostEffect
Backdoor500Grants unauthorized access to a system, bypassing standard security.
Blackout800Disables all electronic devices in a 10 m radius for 1 minute.
Cloak600Hides the user’s digital presence for 5 minutes. +2 to Stealth against digital detection.
Data Worm400Copies all accessible data from a system over 1 minute.
Firewall Breaker1,000Bypasses one layer of digital security. +2 to Hacking checks against firewalls.
Ghost Protocol1,200Erases all traces of the user’s activity from a system.
ICE Breaker800Neutralizes one Intrusion Countermeasure for 3 Rounds.
Jammer600Blocks all wireless communications within 20 m for 5 minutes.
Logic Bomb1,000Plants a delayed program that triggers on a specified condition.
Mimic800Replicates another user’s digital identity for 10 minutes.
Neural Spike1,500Targets a Neural Link, dealing 2d8 Psychic Damage.
Siphon600Drains credits from a connected financial system. 1d100 x 10 credits.
Trace400Tracks the physical location of a connected device for 1 hour.
Trojan800Installs a hidden program that activates later. Can carry one other Program.
Virus1,000Corrupts system data, imposing -2 to all system operations for 24 hours.