CONSUMABLES

Consumables are loot that can only be used once. You can hold up to five of each consumable at a time. Using a consumable doesn’t require a roll unless required by the GM or the demands of the fiction.

To generate a random consumable, choose a rarity, roll the designated dice, and match the total to the item in the table:

  • Common: 1d12 or 2d12

  • Uncommon: 2d12 or 3d12

  • Rare: 3d12 or 4d12

  • Legendary: 4d12 or 5d12

ROLL

LOOT

DESCRIPTION

01

Stride Potion

You gain a +1 bonus to your next Agility Roll.

02

Bolster Potion

You gain a +1 bonus to your next Strength Roll.

03

Control Potion

You gain a +1 bonus to your next Finesse Roll.

04

Attune Potion

You gain a +1 bonus to your next Instinct Roll.

05

Charm Potion

You gain a +1 bonus to your next Presence Roll.

06

Enlighten Potion

You gain a +1 bonus to your next Knowledge Roll.

07

Minor Health Potion

Clear 1d4 HP.

08

Minor Stamina Potion

Clear 1d4 Stress.

09

Grindeltooth Venom

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

10

Varik Leaves

You can eat these paired leaves to immediately gain 2 Hope.

11

Vial of Moondrip

When you drink the contents of this vial, you can see in total darkness until your next rest.

12

Unstable Arcane Shard

You can make a Finesse Roll to throw this shard at a group of adversaries within Far range. Targets you succeed against take 1d20 magic damage.

13

Potion of Stability

You can drink this potion to choose one additional downtime move.

14

Improved Grindeltooth Venom

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

15

Morphing Clay

You can spend 4 Hope to use this clay, altering your face enough to make you unrecognizable until your next rest.

16

Vial of Darksmoke

When an adversary attacks you, use this vial and roll a number of d6 equal to your Agility. Add the highest result to your Evasion against the attack.

17

Jumping Root

Eat this root to leap up to Far range once without needing to roll.

18

Snap Powder

Mark a Stress and clear a HP.

19

Health Potion

Clear 1d4+1 HP.

20

Stamina Potion

Clear 1d4+1 Stress.

21

Armor Stitcher

You can use this stitcher to spend any number of Hope and clear that many Armor Slots.

22

Gill Salve

You can apply this salve to your neck to breathe underwater for a number of minutes equal to your level.

23

Replication Parchment

By touching this piece of parchment to another, you can perfectly copy the second parchment’s contents. Once used, this parchment becomes mundane paper.

24

Improved Arcane Shard

You can make a Finesse Roll to throw this shard at a group of adversaries within Far range. Targets you succeed against take 2d20 magic damage.

25

Major Stride Potion

You gain a +1 bonus to your Agility until your next rest.

26

Major Bolster Potion

You gain a +1 bonus to your Strength until your next rest.

27

Major Control Potion

You gain a +1 bonus to your Finesse until your next rest.

28

Major Attune Potion

You gain a +1 bonus to your Instinct until your next rest.

29

Major Charm Potion

You gain a +1 bonus to your Presence until your next rest.

30

Major Enlighten Potion

You gain a +1 bonus to your Knowledge until your next rest.

31

Blood of the Yorgi

You can drink this blood to disappear from where you are and immediately reappear at a point you can see within very Far range.

32

Hornet’s Secret Potion

After drinking this potion, the next successful attack you make critically succeeds.

33

Redthorn Saliva

You can apply this saliva to a weapon that deals physical damage to add a d12 to your next damage roll with that weapon.

34

Channelstone

You can use this stone to take a spell or grimoire from your vault, use it once, and return it to your vault.

35

Mythic Dust

You can apply this dust to a weapon that deals magic damage to add a d12 to your next damage roll with that weapon.

36

Acidpaste

This paste eats away walls and other surfaces in bright flashes.

37

Hopehold Flare

When you use this flare, allies within Close range roll a d6 when they spend a Hope. On a result of 6, they gain the effect of that Hope without spending it. The flare lasts until the end of the scene.

38

Major Arcane Shard

You can make a Finesse Roll to throw this shard at a group of adversaries within Far range. Targets you succeed against take 4d20 magic damage.

39

Featherbone

You can use this bone to control your falling speed for a number of minutes equal to your level.

40

Circle of the Void

Mark a Stress to create a void that extends up to Far range. No magic can be cast inside the void, and creatures within the void are immune to magic damage.

41

Sun Tree Sap

Consume this sap to roll a 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 unscathed, gaining one scar.

42

Dripfang Poison

A creature who consumes this poison takes 2d10 direct magic damage.

43

Major Health Potion

Clear 1d4+2 HP.

44

Major Stamina Potion

Clear 1d4+2 Stress.

45

Ogre Musk

You can use this musk to prevent anyone from tracking you by mundane or magical means until your next rest.

46

Wingsprout

You gain magic wings that allow you to fly for a number of minutes equal to your level.

47

Jar of Lost Voices

You can open this jar to release a deafening echo of voices for a number of minutes equal to your Instinct. Creatures within Far range unprepared for the sound take 6d8 magic damage.

48

Dragonbloom Tea

You can drink this tea to unleash a fiery breath attack. Make an Instinct Roll against all adversaries in front of you within Close range. Targets you succeed against take 2d20 physical damage using your Proficiency.

49

Bridge Seed

Thick vines grow from your location to a point of your choice within Far range, allowing you to climb up or across them. The vines dissipate on your next short rest.

50

Sleeping Sap

You can drink this potion to fall asleep for a full night’s rest. You clear all Stress upon waking.

51

Feast of Xurla

You can eat this meal to clear all HP and Stress and gain 1d4 Hope.

52

Bonding Honey

This honey can be used to glue two objects together permanently.

53

Shrinking Potion

You can drink this potion to halve your size until you choose to drop this form or your next rest. While in this form, you have a +2 bonus to Agility and a –1 penalty to your Proficiency.

54

Growing Potion

You can drink this potion to double your size until you choose to drop this form or your next rest. While in this form, you have a +2 bonus to Strength and a +1 bonus to your Proficiency.

55

Knowledge Stone

If you die while holding this stone, an ally can take a card from your loadout to place in their loadout or vault. After they take this knowledge, the stone crumbles.

56

Sweet Moss

You can consume this moss during a rest to clear 1d10 HP or 1d10 Stress.

57

Blinding Orb

You can activate this orb to create a flash of bright light. All targets within Close range become Blinded until they mark HP.

58

Death Tea

After you drink this tea, you instantly kill your target when you critically succeed on an attack. If you don’t critically succeed on an attack before your next long rest, you die.

59

Mirror of Marigold

When you take damage, you can spend a Hope to negate that damage, after which the mirror shatters.

60

Stardrop

You can use this stardrop to summon a hailstorm of comets that deals 8d20 physical damage to all targets within Very Far range.