Consumables¶
Most consumables (except food) are alchemical concoctions that need to enter the body to take effect, be it through literal consumption or through more invasive methods like poisoned arrows.
Save¶
To save against an unwanted effect, the affected creature must perform a CON save against a DC of [10 + the consumable's quality score (Q)].
Exempt from this are consumables that cause DoT and HoT status effects, like Bleeding or Regeneration. In these cases, the status effect rules apply.
Cleansing¶
To cleanse the effect of a consumable (positive or negative) with a spell like Purify, a DC of [20 + the affected creature's CON-MOD] must be reached.
Potions¶
Potions are consumables with a one-time effect.
Potions
| Name | Effect |
|---|---|
| Healing Potion, small | 3d4+Q Healing |
| Healing Potion, medium | 3d6+Q Healing |
| Healing Potion, large | 3d8+Q Healing |
| Mana Potion, small | 1d4+Q MP |
| Mana Potion, medium | 1d6+Q MP |
| Mana Potion, large | 1d8+Q MP |
| Energy Potion, small | 1d4+Q EN |
| Energy Potion, medium | 1d6+Q EN |
| Energy Potion, large | 1d8+Q EN |
| Regenerative Potion I | Regeneration 1 |
| Regenerative Potion II | Regeneration 2 |
| Regenerative Potion III | Regeneration 3 |
| Regenerative Potion IV | Regeneration 4 |
| Regenerative Potion V | Regeneration 5 |
| Clarity Potion | Removes a mental status effect with a DC up to 10+Q. |
| Recovery Potion | Removes a physical status effect with a DC up to 10+Q. |
Tonics¶
The effects of tonics last for an entire Phase.
Tonics
| Name | Effect |
|---|---|
| Antidote | Grants Advantage 1 on saves against Poisoned. |
| Coagulant | Grants Advantage 1 on saves against Bleeding. |
| Stimulant | Grants Advantage 1 on saves against Confused, Drowsy, Stunned. |
| Attribute Tonic | Increases the MOD of the specified attribute by Q. |
| MPR Tonic | Increases Mana Point Regeneration by Q. |
| MS Tonic | Increases Movement Speed by Q. |
| TN Tonic | Increases Toughness by Q. |
| WL Tonic | Increases Wound Limit by Q. |
| WT Tonic | Increases Wound Treshold by Q. |
| Resistance Tonic | Grants Resistant against the specified damage type. |
Poisons¶
In combat, poisons are usually delivered through invasive means like poisoned arrows and blades.
Out of combat, poisons are generally involuntarily consumed, in which case all saves made against them are hindered by 10, including saves against the regular status effect Poisoned.
Poisons
| Name | Effect |
|---|---|
| Poison I | Causes Poisoned 1. |
| Poison II | Causes Poisoned 2. |
| Poison III | Causes Poisoned 3. |
| Poison IV | Causes Poisoned 4. |
| Poison V | Causes Poisoned 5. |
| Toxin: Charmed | Causes Charmed. |
| Toxin: Confusion | Causes Weakened. |
| Toxin: Drowsy | Causes Drowsy. |
| Toxin: Frail | Causes Frail. |
| Toxin: Slowed | Causes Slowed. |
| Toxin: Weakened | Causes Weakened. |
| Toxin: Vulnerable | Causes Vulnerable against the specified damage type for one Phase. |
Food¶
Food is the best (and least expensive) way to regenerate Energy. Below are rough categories of food adventurers consume, with snacks and field rations being the most common and cheapest by a wide margin, though not necessarily the tastiest...
Food
| Name | Effect | Time | Weight | Size | Tags |
|---|---|---|---|---|---|
| Snack | Gain 1+Q EN | 1 Action | 0.1 | 1x1 | Stack 4 |
| Field Ration | Gain 10+Q EN, Regeneration 1 | 1 Phase | 0.5 | 2x1 | Stack 2 |
| Meal | Gain 20+Q EN, Regeneration 2 | 2 Phases | 1.0 | 2x1 | |
| Feast | Gain 40+Q EN, Regeneration 3 | 2 Phases | 2.0 | 2x2 |