Consumables

Consumes come in two broad categories: Stimulates & Talisman, and Kits & Droughts.

Stimulates and Talismen provide short term bonuses that are applied to yourself during the Preparation Phase, while Kits and Droughts are used when not engaged in combat at all. As the name suggests, consumables can only be used a single time at all, and do not recharge between combat encounters in the same way that skills with Charges do, and must be purchased in advance in order to use them. Unlike Gear, there is no limit to the number of Consumables your character can have at once, though only one Stimulate or Talisman may be used at a time for each combat encounter.

Stimulates & Talisman

During the Preparation Phase of each combat encounter, you may choose a single Stimulate or Talisman you have on hand to use on yourself, if desired.

Stimulates generally provide offensive effects, while Talisman provide defensive ones.

Stimulates

Cost Name Effect
8 Fruit Punch Your first attack deals +[ATT] bonus damage.
24 Citrus Shocker Your first attack deals +[ATTx2] bonus damage.
8 Coconut Juice Your first Strike deals +[STR] bonus damage.
24 Coconut Shocker Your first Strike deals +[STRx2] bonus damage.
8 Grape Juice Your first Shoot deals +[DEX] bonus damage.
24 Grape Shocker Your first Shoot deals +[DEXx2] bonus damage.
10 Strawberry Juice Your first offensive Spell deals +[SPR] bonus damage.
30 Strawberry Shocker Your first offensive Spell deals +[SPRx2] bonus damage.
8 Lemon Juice Your first Analyze or offensive Amp inflicts +[MND] additional Stress.
24 Lemon Shocker Your first Analyze or offensive Amp inflicts +[MNDx2] additional Stress.
10 Durian Juice The first time you're hit by an attack after Guarding, deal [WIL] damage to the attacker.
30 Durian Shocker The first time you're hit by an attack after Guarding, deal [WILx2] damage to the attacker.
8 Apple Juice Your first Trap or Bomb deals +[INT] bonus damage.
24 Apple Shocker Your first Trap or Bomb deals +[INTx2] bonus damage.
10 Mango Juice The first attack with an AIM Result you make has +2 AIM.
22 Mango Shocker The first attack with an AIM Result you make has +3 AIM.
30 Licorice Drop Perform a Quick Skill immediately.
45 Crystal Crunch Perform one additional Preparation Skill immediately.
18 Sherbet Drop Generate [SPR+MND] Aether. Aether can be used in place of MP or PP when performing Spells and Amps.

Talisman

Cost Name Effect
10 Luck Talisman Gain +1 Luck for the encounter.
5 Dog Talisman Gain [STRx2] EP.
15 Wolf Talisman Gain [STRx3] EP.
8 Sirius Talisman Gain [STR] EP. Until you've been hit by a damaging attack, you may carry over [STR] EP each round.
5 Cat Talisman Gain [DEXx2] EP.
15 Panther Talisman Gain [DEXx3] EP.
8 Felis Talisman Gain [DEX] EP. Until you've been hit by a damaging attack, you may carry over [DEX] EP each round.
5 Lizard Talisman Gain [SPRx2] EP.
15 Dragon Talisman Gain [SPRx3] EP.
8 Lacertae Talisman Gain [SPR] EP. Until you've been hit by a damaging attack, you may carry over [DEX] EP each round.
5 Fish Talisman Gain [MNDx2] EP.
15 Whale Talisman Gain [MNDx3] EP.
8 Piscium Talisman Gain [MND] EP. Until you've been hit by a damaging attack, you may carry over [DEX] EP each round.
5 Rhino Talisman Gain [WILx2] EP.
15 Elephant Talisman Gain [WILx3] EP.
8 Alderamin Talisman Gain [WIL] EP. Until you've been hit by a damaging attack, you may carry over [DEX] EP each round.
5 Bird Talisman Gain [INTx2] EP.
15 Albatross Talisman Gain [INTx3] EP.
8 Altair Talisman Gain [INT] EP. Until you've been hit by a damaging attack, you may carry over [DEX] EP each round.
12 Peace Talisman Ignore the first [ATTx2] Stress you would suffer in the encounter.
10 Decoy Talisman The first time you're hit by an attack, you may choose to make a willing ally the target of the attack instead.
8 Recoil Talisman The first time you're hit by an attack, you may choose to move up to 2 spaces.

Kits & Droughts

Kits and Droughts are used outside of encounters, when there's no combat in sight. Kits are primarily used to engage with combat related mechanics, while Droughts are used with Talent related mechanics.

Kits

Cost Name Effect
10 Snack Kit Reduce Fatigue by 1 rank on a single character.
12 First Aid Kit Remove 10 Wound from a single character.
12 Repair Kit Remove 10 Dent from a single piece of armor.

Droughts

Cost Name Effect
50 Energy Drink Restores +1 Stamina to a single character.
40 Coffee Removes Exhaustion from a single character.
40 Espresso Removes Disadvantage from a single character's next Talent Check.
45 Chocolate Grants Advantage on the next Talent Check a single character makes.
30 Jasmine Infusion Grants Focus to the next Strength based Talent Check a single character makes.
30 Jasmine Mist Grants +2 to the next Strength bases Talent Check result a single character makes.
30 Lavender Infusion Grants Focus to the next Dexterity based Talent Check a single character makes.
30 Lavender Mist Grants +2 to the next Dexterity based Talent Check result a single character makes.
30 Peony Infusion Grants Focus to the next Spirit based Talent Check a single character makes.
30 Peony Mist Grants +2 to the next Spirit based Talent Check result a single character makes.
30 Rose Infusion Grants Focus to the next Mind based Talent Check a single character makes.
30 Rose Mist Grants +2 to the next Mind based Talent Check result a single character makes.
30 Hibiscus Infusion Grants Focus to the next Will based Talent Check a single character makes.
30 Hibiscus Mist Grants +2 to the next Will based Talent Check result a single character makes.
30 Tulip Infusion Grants Focus to the next Intelligence based Talent Check a single character makes.
30 Tulip Mist Grants +2 to the next Intelligence based Talent Check result a single character makes.
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