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 |
|---|---|---|---|---|---|---|
| Russian Mindbender | Alchemical | +1 Aptitude | -1 Strength | 1 round | ||
| Tunguska Vodka | Alchemical | +1 Charisma | -1 Dexterity | 1 round | ||
| Cheetah Burner Hellcat | Alchemical | +1 Dexterity | -1 Aptitude | 1 round | ||
| Sergeant Snuff | Alchemical | +1 Perception | -1 Charisma | 1 round | ||
| Holdover Bar | Food | +1 Fortitude | -1 Perception | 1 round | ||
| Panther Milk Protein Shake | Food | +1 Strength | -1 Fortitude | 1 round | ||
| Cheetah Burner Nectar of the Gods | Alchemical | +1 All Traits | 1 round | |||
| Thunderberry Tea | Poison | -1 all Traits | 1 round | |||
| +1 all Traits | 1 round | |||||
| +1 | -1 | 1 round |