Consumables
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A list of available consumables and their cost in sc.
| Name | Effect | Expiration | Cost | Source |
|---|---|---|---|---|
| Herbal Potion | The imbiber gains HP equal to 1 + the potion creator's Medicine skill. (1/Rest) | 12 hours | 25 sc | CRB |
| Healing Vial | +1d4 HP | 1 week | 50 sc | CRB |
| Healing Potion | +2d4+2 HP | 1 week | 250 sc | CRB |
| Healing Elixir | +4d4+4 HP | 1 week | 500 sc | CRB |
| Greater Healing Elixir | +8d4+8 HP | 1 week | 1500 sc | CRB |
| Grand Healing Elixir | Heals its imbiber completely, but the imbiber becomes intoxicated, gaining the Shaken condition until they Take a Rest. | 1 week | 3000 sc | CRB |
| Alchemical Spinach | Deal +1 damage whenever they hit a hostile creature for the next 10 minutes. A creature cannot stack this benefit multiple times within the same 10 minute period. | 1 sc | Harker's | |
| Garlic | After consuming rations seasoned with garlic, a creature’s blood becomes toxic to vampires. If a vampire drinks the blood of a creature that has consumed garlic within the past 8 hours, then the vampire becomes Sickened for 10 minutes. | 2 sc | Harker's | |
| Jitterwater | (1/Rest) Consuming one serving of a caffeinated drink allows you to remain awake and active for 2 more hours before making checks to avoid Fatigue. | 1 sc | Harker's | |
| Tranquiline | After consuming a pill, your Fear Threshold increases by +2 for the next 10 hours, potentially allowing you to Take a Rest with more unresolved Fear. However, for the first minute after you awaken, you are Chilled. | 1 sc | Harker's |
*Updated v1.2