Consumables

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Consumables are items any character can consume (ingest or use up) in order to get some type of effect or result. The kinds of consumables are alchemicals, food, medicinals, and poisons. Some consumables may offer a benefit in one direction and a drawback in another.

Trait-boosting Consumables

These consumables give a temporary boost to base traits, and are not as commonly found as others.

Num. Name Type Bonus Penalty Duration Cost
1 Russian Mindbender Alchemical +1 Aptitude -1 Strength 1 round
2 Tunguska Vodka Alchemical +1 Charisma -1 Dexterity 1 round
3 Cheetah Burner Hellcat Alchemical +1 Dexterity -1 Aptitude 1 round
4 Sergeant Snuff Alchemical +1 Perception -1 Charisma 1 round
5 Holdover Bar Food +1 Fortitude -1 Perception 1 round
6 Panther Milk Preworkout Food +1 Strength -1 Fortitude 1 round
7 Cheetah Burner Nectar of the Gods Alchemical +1 All Traits 1 round
8 Thunderberry Tea Poison -1 all Traits 1 round
9 Sergeant Long Cut Wintergreen Alchemical +5 Damage 1 round
10 Launchpad Energy Drink Alchemical +3 Action Points 1 round

Full List