English edition v1.3.3

#18 Consumables

Contents

Small vials, ration bundle, and blank paper packet arranged neatly, useful consumables as sparse black shapes.

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

#§ 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."