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Consumables

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Name Description Tier
Agility Booster Nanoshot A fast-acting nanite injection that heightens reflex loops and micro-muscle response. +1 bonus to your next Agility roll. Tier 1
Cognitive Overclock Pill A nootropic compound that spikes short-term intellect and recall. +1 bonus to your next Knowledge roll. Tier 1
Combat Regen Inhalant A rapid-acting chemical cocktail—mark 1 Stress to clear 1 HP. Tier 1
Focus Amp Tabs A pair of dissolving nootropic strips that flood the mind with clarity. Gain 2 Hope. Tier 1
Grim Contact toxin

You can apply this venom to a Melee weapon that deals physical damage to add a d6 to your next damage roll with that weapon.

Tier 1
Instinct Amplifier Chip A temporary neural patch that sharpens intuition and sensory prediction. +1 bonus to your next Instinct roll. Tier 1
Kinetic Leg Booster A leg-mounted actuator charge that launches you up to Far range once without rolling. Tier 1
Liquid Focus

After injecting this ampule, the next successful attack you make critically succeeds.

Tier 1
Minor Adrenaline Patch A mild stim patch that reduces stress hormones and stabilizes vitals. Clears 1d4 Stress. Tier 1
Minor Health Stimpack A compact medical injector loaded with clotting foam and nanite tissue repair. Restores 1d4 HP. Tier 1
Morale Beacon Flare

A short-range beacon that boosts allied morale, for the remainder of the Scene. Allies in Close range roll d6 when spending Hope; on a 6, Hope isn’t spent.

Tier 1
Muscle Overdrive Serum A strength-enhancing stim that floods the body with synthetic adrenaline. +1 bonus to your next Strength roll. Tier 1
Neural Reset Drink A calming electrolyte-nootropic blend that restores mental balance. Choose one additional downtime move. Tier 1
Neural Toxin Ampule

Make a Melee attack. On a success, inject this potent toxin that delivers 2d10 direct neural damage to a victim.

Tier 1
Persona Enhancement Dose An injectable charisma mod that boosts confidence and pheromonal output. +1 bonus to your next Presence roll. Tier 1
Precision Sync Injector A neural alignment serum that steadies fine-motor control. +1 bonus to your next Finesse roll. Tier 1
Reactive Deflection Matrix A single-use energy field that negates one instance of damage when Hope is spent, then shatters. Tier 1
Reactive Evasion Smoke A one-use vial that releases micro-smoke drones. Roll d6s equal to Agility; add the highest to Evasion vs. that attack. Tier 1
Agility Booster Plus An enhanced nanoshot that grants +1 Agility until your next rest. Tier 2
Arc Resonance Powder

Quantum dust that amplifies magical output. Adds 1d12 to your next magic damage roll.

Tier 2
Armor Nanite Repair Kit A swarm of nanites that reknit damaged armor plating. Spend any amount of Hope to clear that many Armor Slots. Tier 2
Cognitive Overclock Plus Advanced nootropic granting +1 Knowledge until next rest. Tier 2
Data Clone Chip A single-use microdrive that duplicates any stored data perfectly. After use, becomes inert silicon. Tier 2
Flashbang Grenade A high-intensity flash device blinding all targets within Close range until they take HP damage. Tier 2
Grav-Damp Chip

A combination quantum mechanical probability chip and temporary magical field that reduces gravitational pull, letting you fall slowly for minutes equal to your level.

Tier 2
Grav-Lift Harness Deployable grav-wings granting flight for minutes equal to your level. Tier 2
Hyper-Corrosive Edge Coating A volatile toxin gel that adds 1d12 to your next physical damage roll. Tier 2
Industrial Adhesive Gel A dual-compound resin that permanently bonds objects together. Tier 2
Instinct Amplifier Plus Refined AI-tuned patch that grants +1 Instinct until next rest. Tier 2
Macro-Size Serum A nanite expansion serum doubling your size with +2 Strength and +1 Proficiency until reverted. Tier 2
Memory Transfer Crystal Upon death, stores your last loadout data. An ally can absorb it, inheriting one of your cards before it dissolves. Tier 2
Micro-Size Serum A nanite serum halving your body size with +2 Agility and –1 Proficiency until reverted. Tier 2
Morbid Contact toxin

You can apply this venom to a weapon that deals physical damage to add a d8 to your next damage roll with that weapon.

Tier 2
Muscle Overdrive Plus Advanced muscle stim that grants +1 Strength until your next rest. Tier 2
Nanowire Bridge Pod Deploys self-assembling nanowires forming a bridge up to Far range; dissolves after short rest. Tier 2
Night-Vision Eye Drops A retinal nanofluid that enhances low-light sensitivity. You can see in total darkness until your next rest. Tier 2
Persona Enhancement Plus Improved pheromone mod granting +1 Presence until next rest. Tier 2
Phase-Shift Serum A rare experimental serum that lets the user blink through space within very Far range. Tier 2
Precision Sync Plus Optimized neural alignment implant granting +1 Finesse until next rest. Tier 2
Pyro-Core Injector An internal reactor shot that lets you exhale plasma fire. Make an Instinct roll; targets in front take 2d20 physical damage. Tier 2
Respirator Gel A bio-gel that filters oxygen from water through skin membranes. Breathe underwater minutes equal to your level. Tier 2
Sonic Disruption Jar Releases a cacophony of ghostly feedback. All within Far range take 6d8 sonic damage. Tier 2
Spell Cache Drive A neural-linked data drive that lets you temporarily load and cast one stored spell, then offload it. Tier 2
Standard Adrenaline Patch A concentrated stim patch that resets stress pathways. Clears 1d4+1 Stress. Tier 2
Standard Health Stimpack A dual-dose medical injector that rebuilds soft tissue instantly. Restores 1d4+1 HP. Tier 2
Unstable Plasma Grenade A volatile micro-fusion cell that can be hurled at a target cluster. On hit, deals 1d20 plasma damage within Far range. Tier 2
Wall-Melt Gel An industrial solvent that dissolves barriers in bright flashes—stand clear. Tier 2
Biomimetic Mask Gel A skin-altering nanogel that reconfigures facial features. Spend 4 Hope to appear unrecognizable until next rest. Tier 3
Deep-Sleep Capsule A sedative capsule inducing full rest and clearing all Stress on waking. Tier 3
Improved Plasma Grenade An upgraded plasma charge with doubled output. Deals 2d20 plasma damage within Far range. Tier 3
Major Adrenaline Patch Upgraded patch clearing 1d4+2 Stress. Tier 3
Major Health Stimpack High-capacity stimpack restoring 1d4+2 HP. Tier 3
Null-Field Generator A portable field device that nullifies magic and digital resonance within Far range for one scene. Tier 3
Quantum Flux Serum

A chaotic serum that triggers random recovery or visions of death. Roll d6 for varying effects.

Consume this serum to roll a [[/r d6]]. On a result of 5–6, clear 2 HP. On a result of 2–4, clear 3 Stress. On a result of 1, see through the veil of death and return changed, gaining one scar.

Tier 3
Soothing Med-Gel A rest-time gel that clears 1d10 HP or 1d10 Stress when applied. Tier 3
Assassin’s Neurotoxin

A lethal nanopoison: if you crit before your next long rest, your target dies.

Tier 4
Major Plasma Grenade A heavy plasma cell delivering 4d20 plasma damage within Far range. Tier 4
Mental Fatigue Override

Clear all HP and Stress and gain 1d4 Hope.

Tier 4
Orbital Strike Beacon A miniaturized satellite uplink calling down a storm of kinetic rods. Deals 8d20 physical damage within Very Far range. Tier 4

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