
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

