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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