Key to the symbols:
Is a consumable item treated as inventory
Module that can be equipped to your utility gun
This is the number of Shakras it costs to purchase this item
Affects your characters skills, stats, or inventory
Module that can be equipped to your xenosuit
The number of module slots this item takes up on your ship, xenosuit or utility gun
Grants access to a book or knowledge
The Intellectual
Increase Intelligence by 1 skill point


Permanent skill item
Module slots required

The Wise
Increase Knowledge by 1 skill point


Permanent skill item
Module slots required

Alien Understanding
Increase Xenobiology by 1 skill point


Permanent skill item
Module slots required

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
Module slots required

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
Module slots required

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
Module slots required

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


Inventory items
Module slots required

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


Inventory items
Module slots required

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
Module slots required



