English edition v1.3.3
#18 Consumables
Contents
1-use, small-quantity consumables beyond the core masterworks. Pills·talismans·field rations·bombs·herbs and the like. No technique. 1-time effects only. Prices follow the core currency units (sen·mon·gwan·ryo).
#§ Usage Conventions
- Energy cost: 0 (immediate use — core 03-04 §Rule 3 exception category applies).
- Per-round usage limit: 2 (core §Rule 3 — automatic cap of 2 uses per round for 0-Energy [Kata] maneuvers). Specified in 00-05 §7.
- Check: none (immediate effect). However, some bombs·herbs·smoke screens are accompanied by a core 03-09 non-combat check or an evade check (specified in the relevant entry).
- Recovery·auxiliary effects: healing consumables are recorded as Wounds recovery, stimulant·breathing-aid consumables as Energy aid. See 00-05 §3.
- Specified in this §14 (00-05): See 00-05 §14 mapping of undefined concepts to core reuse.
#§ Scent — Help That Fits in One Hand
What a swordsman carries is not the blade alone. A pouch of medicine, a single talisman, a single pill. Small though they are, in a decisive moment they keep a life going.
#§ Law — 18 Consumables
#Medicines
#40-01-01. Revival Pill (回生丸)
- Scent: An emergency pill based on Ming-era materia medica. A blend of ginseng·deer antler·ox bezoar.
- Effect: on use, recover Wounds +1. If in a downed state, return at Wounds 1. Cannot act for 1 round (catching one's breath).
- Price: 5 gwan. Obtainable only from Ming·Joseon physicians.
#40-01-02. Hemostatic Powder (止血散)
- Scent: A powdered medicine. Sprinkled on a wound, it stanches bleeding instantly.
- Effect: immediately remove the bleeding effect. Wound-recovery check +2.
- Price: 1 gwan. General apothecary.
#40-01-03. Spirit-Calming Decoction (安神湯)
- Scent: A mind-calming medicine. Brewed and drunk as a tea.
- Effect: nullify a Fear·Frenzy effect 1 time. 3 rounds of composure (focus check +1).
- Price: 2 gwan. Temple·Daoist apothecary.
#40-01-04. Antidote Pill (解毒丸)
- Scent: A comprehensive antidote. A blend of myriad-poison-snake (萬毒蛇) bile.
- Effect: immediately neutralize 1 kind of common poison. For strong poison, re-roll the check after a -2 modifier.
- Price: 3 gwan. Physician·apothecary.
#40-01-05. Fever Decoction (發熱湯)
- Scent: A cold-climate medicine. Aids desert·high-mountain Adaptation. Maintains body temperature.
- Effect: for 1 session, immunity to chill. Hardiness check +1.
- Price: 1 gwan. Chinese-medicine·Arab apothecary.
#Talismans·Sorcery
#40-01-06. Protective Talisman (護符)
- Scent: A protective talisman written by hand by an onmyoji·shrine priest.
- Effect: on use, nullify 1 attack (regardless of Defense). 100% effect for onmyoji·esoteric monks only, 50% for ordinary people.
- Price: 2 gwan. From an onmyoji·shrine priest.
#40-01-07. Exorcism Talisman (退魔符)
- Scent: A talisman written by a Shugendo or Pure Land monk.
- Effect: thrown at 1 yoma; on hit, that yoma's attack -2 (3 rounds).
- Price: 3 gwan. From a temple·mountain ascetic.
#40-01-08. Cross (十字架)
- Scent: A Catholic holy mark. Carried by Jesuit missionaries.
- Effect: Intimidation +2 against Western yoma (55-beast-conversion). No effect on Japanese yoma.
- Price: 1 gwan. Only at Nanban trade ports.
#40-01-09. Kabbalah Amulet (קמע, kamea)
- Scent: A Jewish-mystic Kabbalah amulet. Hebrew letters.
- Effect: for 1 session, Fate (運) check +1. +2 if the user holds the Jewish Faith.
- Price: 4 gwan. Only from Arab·Middle Eastern traders.
#40-01-10. Arab Censer Talisman (طلسم, tilisman)
- Scent: An Islamic-mystic talisman. Arab patterns + a Hadith citation.
- Effect: immunity to getting lost in desert terrain 1 time. +1 to a night advance if one holds Faith.
- Price: 3 gwan. Only from Arab merchants.
#Bombs·Firearms
#40-01-11. Horoku (焙烙) — Fuse Bomb
- Scent: A fuse bomb of Japan's Sengoku era. Gunpowder·metal fragments in a ceramic vessel.
- Effect: thrown, attack +3 against all enemies in 1 zone (but risk of one's own Energy -2).
- Price: 5 gwan. Gunpowder merchant.
#40-01-12. Glass-Bottle Bomb
- Scent: Gunpowder·oil injected into a Nanban glass bottle. A makeshift bomb.
- Effect: same as the horoku, but on hit ignites the terrain (flame persists 3 rounds).
- Price: 3 gwan. Only from Nanban merchants.
#40-01-13. Fire Arrow (火箭)
- Scent: Gunpowder tied to an arrow and shot. Used by the Ming·Joseon army.
- Effect: added to 1 Archery shot (bow or matchlock). On hit, an additional +2 flame damage + terrain ignition possible.
- Price: 1 gwan/arrow. Military supply.
#Food·Survival
#40-01-14. Field Rations (携帯食糧)
- Scent: Dried grain·jerky·salt. 5 days' worth, 1 bag.
- Effect: guarantees 5 sessions of survival. If unused, a Hardiness check every 1 session.
- Price: 1 gwan/bag. General market.
#40-01-15. Emergency Canteen (非常水筒)
- Scent: A leather canteen. Essential in deserts·at sea.
- Effect: exemption from thirst for 1 session. A necessity in desert·maritime scenarios.
- Price: 5 mon. General market.
#40-01-16. Hallucinogen Grass (幻覺草)
- Scent: A hallucinogenic herb shared by Japan·Arabia. For mystic rites·warrior excitement.
- Effect: on use, Fear immunity, but Wisdom (智) check -3 (1 session). Risk of addiction (after use, Energy -2 the next session).
- Price: 3 gwan. Secret apothecary.
#Disguise·Stealth
#40-01-17. Disguise Makeup Kit (變裝化粧)
- Scent: A wig·powder·clothing 1-set. 1-use.
- Effect: Disguise check +3 (1 time). Discarded after use.
- Price: 2 gwan. Urban makeup shop.
#40-01-18. Silent-Footstep Salve (默足薬)
- Scent: A sole-application used by Japanese ninjutsu practitioners. Conceals footsteps.
- Effect: for 1 session, Infiltration check +2.
- Price: 4 gwan. Only from a ninjutsu trade dealer.
#§ Usage Conventions
- Consumable slots: follow the core gear-slot conventions. 1 consumable = 1 slot (but medicine·talisman types up to 5 per 1 slot).
- Timing of use: own count. Consumable use is Energy 0 (core §0-Energy 2-per-round cap applies automatically — up to 2 consumables used per round).
- Loss·breakage: GM ruling. Bombs·glass bottles risk self-detonation on a fall impact (Fate check).
"There are times a single pouch of medicine saves a single sword."
