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Precursor

Key to the symbols:

Inventory

Is a consumable item treated as inventory

Ahriman

Module that can be equipped to your utility gun

This is the number of Shakras it costs to purchase this item

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Affects your characters skills, stats, or inventory

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Module that can be equipped to your xenosuit

LAIKAS LEGACY.png

Grants access to a book or knowledge

The Intellectual

Increase Intelligence by 1 skill point. Can be purchased multiple times.

Permanent skill item

The Wise

Increase Knowledge by 1 skill point. Can be purchased multiple times.

Permanent skill item

Alien Understanding

Increase Xenobiology by 1 skill point. Can be purchased multiple times.

Permanent skill item

Vessel of Essence Module

Cast on an enemy during combat, counts as your turn. When this enemy is defeated you will gain an additional 5 essence from its death

Xenosuit Module

Vampire Module

Cast on an enemy during combat, counts as your turn. Roll 1d6. Roll 4, 5 or 6 and you steal 2 life support points from the enemy and add them to your own.

Costs 10 Essence

Xenosuit Module

Anima Module

Grants you an Anima module. The module holds 100 serum. When full, you can use the filled module during your turn.

100 red serum - Every attack you make will be doubled
100 blue serum - Your defence is doubled
After the fight is over, you lose the serum

Xenosuit Module

Blue Serum

Grants you a jar containing 100 blue serum. Can be purchased multiple times

Inventory items

Red Serum

Grants you a jar containing 100 red serum. Can be purchased multiple times

Inventory items

Angel of Death Module

During combat, for your turn you may attempt the impossible. You may roll 1d20. If you roll a 20, then all enemies in the encounter will die instantly.

Costs 50 essence per attempt

Xenosuit Module

Ancient Knowledge

Increase Semiology by 1 skill point. Can be purchased multiple times.

Permanent skill item

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