• A Flame in the DarknessW Equipment — Candle C This astral candle is always by your side, and its light enhances your Aura by 1 pace.
    T: Enhance your Aura by an additional 1 pace for the rest of the scene.
    E: Enhance your Aura for an additional 1 pace (cumulative) until the end of the combat round.
    T: Reroll an astral Perception test.
    200/314
  • Accuracy Potion4 Equipment — Potion, Alchemy U T: Reroll a Perception test.
    T, 6AP, Sacrifice Accuracy Potion: Drink. This scene, if you scream like an eagle at the start of any turn, you may pay EEE to Limit Break (set a single combat pool to 7 until the end of your next turn) for a ranged attack.
    1/314
  • Acumen Potion3R/W Equipment — Potion, Alchemy U T: Add R or W to your Mana pool (people’s perception of you may... suddenly shift).
    T: You are Skilled (+1 die) for an opposed or simple test.
    T, 6AP, Sacrifice Acumen Potion: Drink to become Skilled (+1 die) for Intelligence and Perception tests until twilight.
    An intelligent slave is better than a foolish master. 259/314
  • Adventurer's Backpack1 Equipment C Durability: 5.
    Encumbrance: 1 (reduces quickness by 1). If you are an Adventurer, ignore this.
    Enhances Storage page [+4].
    Skilled (+1 die) for Recovery tests.
    T: Swap any card in your storage page to the first slot in your storage page.
    2/314
  • Aged Dwarven Ale4 Equipment — Food U While Locked, your party cannot use another Food Equipment. All party members are Skilled (+1 die) for Toughness tests. However, each time a {Cups} Damage Trump is revealed by a party member, they become Drunk.
    T: Aged Dwarven Ale becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
    3/314
  • Alchemical Flasks4 Equipment — Tool U Durability: 3.
    Advantage (free reroll) for Brewing and Chemistry tests.
    “If I now add just a small pinch of potassium... Ehrm... RUN!”. 4/314
  • Alchemist Water0 Equipment — Potion, Alchemy C T, 10AP: Pour a bit over a small object, it must make a Hard (16) Durability test.
    T, 5AP, Sacrifice Alchemist Water: Ranged attack (the defender can block or parry, but success forces a durability test for the item). If successful, the target suffers X Physical Damage (reduced by physical armor).
    5/20 203/314
  • Alchemist’s Bag3B Equipment U Durability: 5.
    Encumbrance: 0 (reduces quickness by 0).
    Advantage (free reroll) for Bargain tests.
    Enhances Storage page [+4].
    T: Switch a slotted potion with one from your grimoire or storage page.
    T: You Q any Alchemy card.
    218/314
  • Alchemist’s Saddle1U Equipment U Durability: 5.
    Advantage (free reroll) for Durability tests (with potions), and for Riding tests.
    Enhances Storage page [+2].
    T: Apply a potion to your mount (from your equipment or storage pages).
    T: You Q a Potion card (extra dose!).
    204/314
  • Ale, Coin and Steel3 Equipment C Requirement: Dwarf.
    T: Commerce (recover one resource die).
    T: Introduce a knife to the story.
    T: Produce a few rations (with a tankard of ale).
    5/314
  • All-Flower Water0 Equipment — Potion, Herbalism C T, 6AP: Drink and roll 1d6. On d1, d3 or d5, recover F and suffer E, EEE or EEEEE. On d2, d4 or d6, recover F and gain a free Recovery test. Made from a distillation of cow dung and herbs, this potion is a “popular” remedy among the common folk. 236/314
  • Anchoring Potion0 Equipment — Potion, Alchemy C T, 10AP: Pour a bit over an object, it cannot be moved until twilight.
    T, 6AP, Sacrifice Anchoring Potion: Drink to become Immune to Knocked Down, Pulled, Pushed and magical transportation until twilight, but you have Mobility -4 (four less mobility points).
    237/314
  • Angelica Ointment0 Equipment — Potion, Herbalism C T, E: Prevent Sickened.
    T, EE: Prevent Nauseated.
    T, 6AP, Sacrifice Angelica Ointment: Drink to gain Advantage (free reroll) for Disease tests until twilight.
    Also relieves flatulence. 238/314
  • Anti Piesonic Crystal1 Equipment C Durability: 3.
    T, sacrifice Anti Piesonic Crystal, 0 AP: Absorb 2 (if a source would deal damage, prevent 2 of that damage) for Conductive or Thunder Damage.
    The crystal seems to crackle with lightning from time to time. 6/314
  • Antivenom1 Equipment — Potion, Alchemy C T: Reroll a Poison test.
    T, 6AP, Sacrifice Antivenom: Drink to gain a free Recovery Test with Toughness ([0AP, 2C] if you fail twice in a row you cannot try again until the scene ends) to end all effects of a single poison.
    7/314
  • Astral Bear Trap2W Equipment — Trap U Concealable (disadvantage to find this item).
    Astral (can only be detected with Astral Sight).
    T, 4AP: Set a Astral Bear Trap trap on a specific square. When triggered (someone steps on it), it makes an unarmed attack (5 dice) with Pinning ([Pentacles]: target is pinned) against the target that triggered it. Astral Bear Trap remains tapped until recovered.
    Recover deployed Astral Bear Trap: Q Astral Bear Trap.
    Sacrifice a silver coin: Q Astral Bear Trap.
    285/314
  • Backpack0 Equipment C Durability: 5.
    Encumbrance: 1 (reduces quickness by 1).
    Enhances Storage page [+5].
    0: Drop the Backpack to the ground.
    T: Swap any card in your storage page to the first slot in your storage page.
    272/314
  • Bag of Holding4UB Equipment R Durability: 6.
    Encumbrance: 0 (reduces quickness by 0).
    Enhances Storage page [+8].
    EE or U/B, Risk D (on R, item only: lost in time and space): Retrieve an item stored in your covenant or on an allies’ storage page or grimoire and place it in any slot of your storage page.
    Do you rent space in that thing? 253/314
  • Baked Potatoes2 Equipment — Food C While Locked, your party cannot use another Food Equipment. All party members have Advantage (free reroll) for Poison Toughness tests.
    T: Baked Potatoes becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
    8/314
  • Bandages1 Equipment S Durability: 3.
    Perishable (disappears at end of session).
    Can be slotted on any page adjacent to an Injury. Adjacent injuries are considered bandaged and braced.
    Must be applied as a Ritual (requires that you perform a short ritual at twilight).
    296/314
  • Basilisk Venom2 Equipment — Poison R Type: Injected
    Illegal (when you use this card around others, risk dishonored, on B).
    Weapons or ammo coated with Basilisk Venom have: After a successful attack with at least one wound inflicted, victims must make a Hard (16) Toughness test or contract an injury. Flip this card.
    9/314
  • Bear Trap2 Equipment — Trap C Concealable (disadvantage to find this item).
    T, 4AP: Set a Bear Trap trap on a specific square. When triggered (someone steps on it), it makes an unarmed attack (5 dice) with Pinning ([Pentacles]: target is pinned) against the target that triggered it. Bear Trap remains tapped until recovered.
    Recover deployed Bear Trap: Q Bear Trap.
    Sacrifice a copper coin: Q Bear Trap.
    286/314
  • Bindweed0 Equipment — Potion, Herbalism C T: Prevent Disarmed (the weapon or shield must be partially or wholly made of wood).
    T, 6AP, Sacrifice Bindweed: Drink to become immune to acid (it just runs off you and your clothes, like water of a duck) for a scene. Oddly plants now stick to you, making it hard to move in some environments: up to Mobility -2 (two less mobility points).
    205/314
  • Bird in a Cage0 Equipment C U: Prevent an Airborne Poison Injury.
    T, sacrifice Bird in a Cage
    : Prevent an Airborne Poison Injury.
    Such useful companions when wandering into any subterranean situation. Too bad they have to sacrifice their lives to save yours.
    206/314
  • Bittersweet2 Equipment — Potion, Herbalism C T: One use of Offensive Advantage (free reroll or replace) in combat or a duel against a spirit.
    T, 6AP, Sacrifice Bittersweet: Drink to gain Defensive Advantage (free reroll or replace) against all attacks made by spirits. Unfortunately, the brew is poisonous: make a Poison test at the end of each round or suffer F.
    10/314
  • Black Blood0 Equipment — Potion, Alchemy C T, XE: Prevent Poisoned. X is equal to the Complexity of the poison.
    T, 6AP, Sacrifice Black Blood: Drink to have your blood become black and poisonous until twilight. Animals can smell this and will not bite you.
    207/314
  • Black Milk0 Equipment — Potion, Alchemy C T: Reroll a Stealth test against undead.
    T, 6AP, Sacrifice Black Milk: Drink to appear like a cold, rotting corpse until twilight (most undead will ignore you as long as you ignore them, but you now count as a creature of darkness).
    197/314
  • Black Panther Tea3 Equipment — Potion, Feline U T: Reroll an Athletics or Survival test.
    T, 6AP, sacrifice Black Panther Tea: Mastery (automatic critical success) for the next Recovery test from Shaken, Intimidated or Fleeing.
    Capturing the essence of the ferocious animal as a delightful fragrance. 11/314
  • Blackflame Candle1 Equipment — Candle C Ritual (requires that you perform a short ritual at twilight), Sacrifice Blackflame Candle: As long as this candle burns, you have Advantage (free reroll) for Corpus spells. Distance between you and the candle does not matter. 12/314
  • Blood of the Fire TreeDR Equipment — Potion, Alchemy, Alien S T: Prevent Burning.
    T, 6AP, Sacrifice Blood of the Fire Tree: Burn away any injury. Make a corruption test (D).
    Blood drained from a fiery tree in a realm not of this world. 307/314
  • Blood Paint3 Equipment — Potion, Painting C Ritual (requires that you perform a short ritual at twilight).
    T: Advantage (free reroll) for a parry defense. If successful, recover EE.
    T, EE, Sacrifice Blood Paint: Limit Break (set a single combat pool to 7 until the end of your next turn) with Parry pool.
    13/314
  • Blood Red Lip Gloss3 Equipment C Durability: 4.
    F: Advantage (free reroll) for Seduction tests until the end of the scene.
    Something about the color of blood seems to really accentuate the lips’ sensuousness. 14/314
  • Blood ScarabBR Equipment — Charm S Perishable (disappears at end of session).
    T: Recover 1d6 wounds (F). You may pay B/R to Q Blood Scarab.
    T, 2AP, sacrifice Blood Scarab: Until the end of the scene, your weapon or ammo of choice gains:
    • Blood Frenzy (once per scene you produce Mouthful of Blood by drinking your opponents’ blood).
    310/314
  • Blood Thistle Toxin1 Equipment — Poison C Type: Contact
    Illegal (when you use this card around others, risk dishonored, on B).
    Weapons or ammo coated with Blood Thistle Toxin have:
    • Poisonous ([Cups]: target is poisoned). If successful, flip this card.
    15/314
  • Blue Raspberry0 Equipment — Potion, Herbalism C T: Introduce candy (or something similarly sweet) to the story.
    T, 6AP, Sacrifice Blue Raspberry: Drink to gain Advantage (free reroll) for Weapon Skill tests until twilight.
    239/314
  • Booster Potion0 Equipment — Potion, Herbalism C T: Recover E.
    T, 6AP, Sacrifice Booster Potion: Drink to gain Advantage (free reroll) and become Skilled (+1 die) for Recovery tests until twilight.
    240/314
  • Bottle of Pure Air2 Equipment — Potion, Alchemy U T: Prevent EE caused by an Auram spell.
    T, 6AP, Sacrifice Bottle of Pure Air: Create an immobile pocket of clean, breathable air in your aura (5 paces). This will also ‘push’ air based effects like mist or poison out of your aura.
    16/314
  • Bottle of Pure Earth2 Equipment — Potion, Alchemy U T: Prevent EE caused by a Terram spell.
    T, 10AP, Sacrifice Bottle of Pure Earth: Either create or destroy up to one tonne of earthen or stone material (this is less than you think). An Agility test may be needed to determine if the liquid earth ends up where you want it to. Avoid contact!
    17/314
  • Bottle of Pure Flame2 Equipment — Potion, Alchemy U T: Prevent EE caused by an Ignem spell.
    T, 5AP, Sacrifice Bottle of Pure Flame: Ranged attack that has:
    • AoE:1 (affects everyone within one pace).
    • Murderous (critical success on 4+).
    • Scatter ([Arcana]: attack scatters 1d6 paces in a random direction, then resolves, but cannot be an armor-defeating or critical success).
    5/20 18/314
  • Bottle of Pure Water2 Equipment — Potion, Alchemy U T: Prevent EE caused by an Aquam spell.
    T, 6AP, Sacrifice Bottle of Pure Water: Drink to gain Advantage (free reroll) for Disease, Poison and Recovery tests until twilight. Alternatively, provide clean water for up to a hundred people (one day).
    19/314
  • Bottled Demon3DW/B/R Equipment — Potion, Alchemy R T: Add W, B or R to your Mana pool (all spells in your aura roll three extra damage dice for the rest of this round and the entire next round).
    T: Introduce a lie to the story (if you lie, it works; if someone else lies, it is exposed... at least to you).
    T, 10AP, Risk D (on B), Sacrifice Bottled Demon: Pour down the throat of a corpse to have the demon possess it for 30 minutes (and do your bidding).
    260/314
  • Bottled Fairy4G/W/U Equipment — Potion, Alchemy R T: Add W, G or U to your Mana pool (fairy relations become strained for the rest of the session).
    T, 6AP, Sacrifice Bottled Fairy: Free the fairy. If you would die this scene, instead recover F equal to half your Death Threshold.
    261/314
  • Bottled Glow ToadW Equipment — Potion, Alchemy U 0, shake: Illumination in your aura (5 paces).
    T, E: Add W to your Mana pool.
    T, Sacrifice Bottled Glow Toad: Reroll any test against an insect (spirit) or poison.
    The process of selecting and preserving a glow toad in a jar is long and complicated, but the toads don’t seem to mind as long as you feed them. 198/314
  • Bottled Home3G Equipment — Potion, Alchemy U T: Reroll a Durability test for a building.
    T, 10AP: Pour this potion on the ground (and get out of there quick). A small but comfortable stone and wood house grows out of the ground in a few minutes. It is Concealable (disadvantage to find this item) in its own, weak magical zone. At sunset, the house sinks back into the ground, only leaving the potion.
    241/314
  • Bottled Imp1B/R Equipment — Potion, Alchemy C T, E: Randomly add B/R to your Mana pool.
    T, 6AP, F: Free the imp. It’ll attack your foes (with 4 dice), inflicting Fire Magic Damage (reduced by mystic armor). After combat, you may grapple duel the imp. If you win, Q this card. If you lose or refuse, Sacrifice this card and Risk D (on U, so long, sucker!).
    10/- 262/314
  • Bottled Inkwell1 Equipment — Potion, Atramentus C T: Introduce shadows to the story.
    T, 2AP, Sacrifice Bottled Inkwell: Open it. Each round the the living ink inside the bottle makes an unarmed attack (4 dice) against a random being in your aura (5 paces) with the Blinding ([Swords]: target is blinded) trait. The ink dries up by the end of the scene.
    20/314
  • Bottled Lotus5 Equipment — Potion, Alchemy R T: Add W, U, B, R or G to your Mana pool (no side effect).
    T, 6AP, Sacrifice Bottled Lotus: Advantage (free reroll) for Magic tests this scene.
    21/314
  • Bottled Myconoids2R/G Equipment — Potion, Alchemy U T: Add R or G to your Mana pool (introduce a fungus to the story).
    T, Ritual (requires that you perform a short ritual at twilight), Sacrifice Bottled Myconoids: All willing living creatures in the bottle’s aura (5 paces) participate in a telepathic hallucination for several hours (treat this as either an astral quest or a really severe acid trip).
    263/314
  • Bottled Slimer0 Equipment — Potion, Alchemy C T: Introduce something slippery to the story (this may provide disadvantage, cause disarmed,...).
    T, 2AP, Sacrifice Bottled Slimer: Open it. Each round the spirit inside the bottle makes an unarmed attack (4 dice) against a random being in your aura (5 paces) with the Snaring ([Wands]: target is grappled; use durability for grapple tests) trait. The spirit escapes at the end of the scene.
    208/314
  • Bottled Smoke0 Equipment — Potion, Alchemy C T, 5AP, Sacrifice Bottled Smoke: unopposed Ranged attack: success causes the liquid to turn to smoke that spreads until it fills a ten pace radius circle (5 paces high). The smoke heavily obscures its area for 1 hour or until dispersed by wind. Treat as Cover (ignore normal successes from ranged attacks; critical successes count as normal successes). 5/20 199/314
  • Bottled Springtime3 Equipment — Potion, Alchemy C T: Prevent EE caused by a Herbam spell.
    T: Spring comes early this year. Q a Sun Land.
    T, 6AP, Sacrifice Bottled Springtime: Add GGG to your Mana Pool. Plants sprout up all around you.
    22/314
  • Bottled TentaclesD Equipment — Potion, Alchemy C T, 5AP: Throw (or open) the bottle. Each round the tentacles inside the bottle make an unarmed attack (they have 5 dice for all tests) against a being in its aura (5 paces) with the S Snaring ([Court, Wands]: target is grappled; use durability for grapple tests) trait.
    If Bottled Tentacles causes a target that it is grappling to become Immobilized, its victim is dragged into the bottle. Then Q it.
    5/- 23/314
  • Bottled Tree1G Equipment — Potion, Alchemy U T, E: Add G to your Mana pool.
    T, Ritual (requires that you perform a short ritual at twilight), Sacrifice Bottled Tree: Quickly grow a tree (it grows one pace per minute to a maximum size of X paces, squared if an arcana is revealed) that withers after twilight (if world is revealed, the tree remains).
    242/314
  • Bottled Watcher1 Equipment — Potion, Alchemy C T: Introduce an interesting detail you may have missed to the story (watcher finds it interesting, you may not).
    T, 6AP, Sacrifice Bottled Watcher: Free the watcher. It serves you loyally until twilight.
    24/314
  • Bounteous Flask1G/U Equipment — Potion, Herbalism U T, E: Randomly add G/U to your Mana pool.
    T: Pour a few drops into a container to produce enough delicious soup to feed a few people.
    T, 6AP, Sacrifice Bounteous Flask: Drink to gain a hundred kilos (flip this card and slot it). If poured on prepared food, it erupts into 3d6 more servings of that food (copies are delicious, but have none of the magical properties of the original food, if any).
    264/314
  • Briarthorn Toxin2 Equipment — Poison C Type: Contact
    Illegal (when you use this card around others, risk dishonored, on B).
    Weapons or ammo coated with Briarthorn Toxin have:
    • Poisonous ([Cups]: target is poisoned). If successful, flip this card.
    25/314
  • Bubble Potion2 Equipment — Potion, Alchemy C T: Reroll an Aquam or Swimming test, or get enough airy water in your lungs to breathe anywhere for ten minutes.
    T, 5AP, Sacrifice Bubble Potion: Ranged attack (blocking or parrying is not effective). If successful, the target is Immobilized in an airy water bubble. Works underwater too, but obviously hard to throw there.
    26/314
  • Burrower Venom2 Equipment — Poison U Type: Contact
    Illegal (when you use this card around others, risk dishonored, on B).
    Weapons or ammo coated with Burrower Venom have:
    • Poisonous ([Cups]: target is poisoned). If successful, flip this card.
    27/314
  • Caltrops1 Equipment — Trap C Concealable (disadvantage to find this item).
    T, 4AP: Set a Caltrops trap on a specific square. When triggered (someone steps on it), it makes an unarmed attack (4 dice) with Razor ([Cups]: target is bleeding) against the target that triggered it. Caltrops remains tapped until recovered.
    Recover deployed Caltrops: Q Caltrops.
    Sacrifice a copper coin: Q Caltrops.
    287/314
  • Candle in a Box2 Equipment — Candle C T, 8AP, Sacrifice Candle in a Box: Instantly deploy another Candle (you can choose one in your covenant or grimoire) to the battlefield, ignoring the Ritual keyword (you must still sacrifice it). If necessary, the candle can defend itself against attack: treat this as a Last Chance test that you make (and pay costs for). 28/314
  • Candle of Concentration1 Equipment — Candle C Ritual (requires that you perform a short ritual at twilight), Sacrifice Candle of Concentration: As long as this candle burns, you can Sustain a single effect for free (you can sustain an additional effect as normal). Distance between you and the candle does not matter. 29/314
  • Cannon Pack6 Equipment R Durability: 5.
    Encumbrance: 3 (reduces quickness by 3).
    T: You light the fuse on the 3 pounder cannon strapped to your back and brace for impact. Make an Extremely Hard (20) Strength and Perception test to avoid being Knocked Down and Stunned, respectively. You are Pushed backwards equal to the result of your Damage Die. P!
    30/314
  • Carrot Potion2 Equipment — Potion, Herbalism C T: Reroll a Disease, Perception or Poison test.
    T: Ritual (requires that you perform a short ritual at twilight), Sacrifice Carrot Potion: Cure baldness or gain a free Recovery Test with Toughness ([0AP, 2C] if you fail twice in a row you cannot try again until the scene ends) to end all effects of a single disease.
    I think they named the orange before the carrot. 31/314
  • Catnip Potion1 Equipment — Potion, Herbalism C Addictive (when you T this card, risk addicted, on B), but only to cats. :)
    T: Reroll a Perception test.
    T, 6AP, Sacrifice Catnip Potion: Drink this to see into both the astral and physical plane until twilight, with a range of 10 paces. Your eyes are slightly reflective.
    32/314
  • Cave Ear Spores3 Equipment — Poison, Airborne U AoE:5 (affects everyone within five paces).
    Each target within range must make a Hard (16) Poison Toughness test. If they do not succeed, flip this card.
    Buying or Crafting Cave Ear Spores is considered Illegal (when you use this card around others, risk dishonored, on B).
    33/314
  • Celandine Ointment1 Equipment — Potion, Herbalism C T, Ritual (requires that you perform a short ritual at twilight): Rub your feet with this. Mobility +1 (an extra mobility point) until twilight.
    T, Sacrifice Celandine Ointment: Prevent Blinded.
    34/314
  • Charmonde Pastries4 Equipment — Food U Keywords: Dessert
    While Locked, your party cannot use another Food Equipment. All party members can add an additional technique to their Charm actions.
    T: Charmonde Pastries becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
    35/314
  • Chuspas0 Equipment C Durability: 4.
    Encumbrance: 0 (reduces quickness by 0).
    Enhances Storage page [+3].
    T: Reroll a Healing or Herbalism test.
    Woven of llama or alpaca hair and traditionally used to carry herbs and leaves. 273/314
  • Component Pouch0 Equipment C Durability: 5.
    0: Quickdraw (drawing this is a free action) a common item that can be used as a spell focus (like a piece of glass, a common gemstone, etc...). If you want something very specific (or expensive), you must T Component Pouch.
    274/314
  • Congealed Sunlight3 Equipment — Crystal S Durability: 3.
    T, sacrifice Congealed Sunlight, 1 AP: Recover EE. If you lost E from an Auram spell, recover EEE instead.
    The warm touch of sunlight eases the mind and heartens the body. 297/314
  • Contaminated Water1D Equipment — Food S While Locked, your party cannot use another Food Equipment. Add D to all Corruption tests party members need to make.
    T: Contaminated Water becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
    298/314
  • Courage Potion3 Equipment — Potion, Alchemy U T: Reroll a Fellowship, Weapon Skill or Willpower test.
    T, 6AP, Sacrifice Courage Potion: Drink to gain Advantage (free reroll) for Fellowship, Weapon Skill and Willpower tests until twilight.
    36/314
  • Crumble Pie Dessert3 Equipment — Food C While Locked, your party cannot use another Food Equipment. All party members are Skilled (+1 die) for Intelligence simple tests.
    T: Crumble Pie Dessert becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
    37/314
  • Cryptex4 Equipment — Mechanical U Durability: 3.
    T: You become Skilled (+1 die) for Decypher tests until the end of the scene. When you fail a Decypher test this scene, you must succeed a Hard (16) Durability test or the Cryptex is destroyed.
    38/314
  • Cunning Potion2 Equipment — Potion, Alchemy U T: Reroll a Intelligence or Perception test.
    T, 6AP, Sacrifice Cunning Potion: Drink to gain Advantage (free reroll) for Intelligence and Perception tests until twilight.
    39/314
  • Dead Man's Blood4 Equipment — Poison C Type: Contact
    Restriction: Dead Man’s Blood only affects vampires and their kin (ghouls, etc...).
    Illegal (when you use this card around others, risk dishonored, on B).
    Weapons or ammo coated with Dead Man’s Blood have:
    • Poisonous ([Cups]: target is poisoned). If successful, flip this card.
    40/314
  • Deadly Fumes2 Equipment — Potion, Alchemy U Illegal (when you use this card around others, risk dishonored, on B).
    T: Death Threshold [+3/27] this scene only.
    T, 5AP, Sacrifice Deadly Fumes: unopposed Ranged attack that has:
    • AoE:5 (affects everyone within five paces).
    • sp Poisonous ([Court, Cups]: target is poisoned) — Flip this card.
    5/20 41/314
  • Death's Heralds2DU Equipment — Potion, Alchemy U Illegal (when you use this card around others, risk dishonored, on B).
    T, 6AP, Sacrifice Death’s Heralds: unopposed Ranged attack: success forms a 1 pace radius netherworld moth cloud that moves 1d6 paces at random at the end of each round. Contact with the cloud (avoid with a very hard agility test) causes 1d6 F (hatching eggs and burrowing larvae). Creatures killed by Death’s Heralds vanish forever.
    5/- 209/314
  • Defying Gravity4 Equipment — Potion, Alchemy U Addictive (when you T this card, risk addicted, on B). May cause D (flight of icarus).
    T: You are Fleet (+1 mobility point, cumulative) this scene.
    T, 6AP, Sacrifice Defying Gravity: Drink to gain the ability to fly (and fleet) for a scene.
    It’s time to trust my instincts, close my eyes and leap! 42/314
  • Distilled Maiden's TearsD Equipment — Potion, Alchemy U Illegal (when you use this card around others, risk dishonored, on B).
    T, 6AP, Sacrifice Distilled Maiden’s Tears: Drink to gain Advantage (free reroll) for non-directed Magic tests that target you this scene, and opponents have Disadvantage (forced reroll) for Magic Save tests (against you).
    Extracted from innocent maidens and processed using questionable means. 43/314
  • Dragon Fruit (Amber)U Equipment S Perishable (disappears at end of session).
    T, 2AP, sacrifice Dragon Fruit (Amber): Recover 1d6 wounds (F).
    Although small, the fruits really still a gnawing hunger. 305/314
  • Dragon Fruit (Green)G Equipment S Perishable (disappears at end of session).
    T, 2AP, sacrifice Dragon Fruit (Green): Negates your need for sleep. You can stay up during the night without negative effects.
    Nothing better than wild flowers to help you through the night. 309/314
  • Dragon Fruit (Purple)B Equipment S Perishable (disappears at end of session).
    T, 2AP, sacrifice Dragon Fruit (Purple): Prevent D or reroll a Resistance test against poisons.
    Bitter to the taste, but good for what ails you. 306/314
  • Dragon Fruit (Red)R Equipment S Perishable (disappears at end of session).
    T, 2AP, sacrifice Dragon Fruit (Red): Skilled (+1 die) or Advantage (free reroll) for a single condition recovery test (choice of the user).
    Invigorating pieces of red sweetness. 308/314
  • Dragon Fruit (Yellow)W Equipment S Perishable (disappears at end of session).
    T, 2AP, sacrifice Dragon Fruit (Yellow): Recover 1d6 fatigue (E).
    A refreshing taste that alleviates the heart and quickens the mind. 304/314
  • Dragon Liqueur1 Equipment — Potion, Alchemy R You can Q Dragon Liqueur by ritually drawing blood from a Dragon.
    T, EE: Limit Break (set a single combat pool to 7 until the end of your next turn) for any Ignem test. Dragon Liqueur becomes Locked (does not untap as normal).
    T, 6AP, sustained: Make a Ranged vs Block, Dodge test. If successful, inflict X Fire Magic Damage (reduced by mystic armor) and target is Burning while sustained.
    44/314
  • Dragonhead Wrench6 Equipment R Durability: 4.
    You may spend one of your resource dice while crafting.
    R/G: Reroll a Crafting test.
    Only the most skilled and renowned crafters can afford the illustrious tool. 45/314
  • Dreamcatcher BackpackR Equipment U Durability: 6.
    Encumbrance: 1 (reduces quickness by 1). In the Dreamlands, ignore all encumbrance and you can access the storage pages of your allies and covenant (and bring items back into real space).
    Enhances Storage page [+5].
    T: One use of Offensive Advantage (free reroll or replace) for any duel in the dreamlands.
    231/314
  • Dreamweaver Venom1R/WR/W Equipment — Poison R Type: Injected
    Perishable (disappears at end of session).
    Illegal (when you use this card around others, risk dishonored, on B).
    Weapons or ammo coated with Dreamweaver Venom have: After a successful attack with at least one wound inflicted, victims must make a Extremely Hard (20) Toughness test or contract an injury. Flip this card.
    265/314
  • Dreamwine1 Equipment — Potion, Brewing C Those who drink [a cup of] Dreamwine become lethargic and sleepy: every action (that costs at least 5 action points) causes at least E and they have Disadvantage (forced reroll) to resist effects that cause sleep.
    T: Reroll any test in the Dreamlands.
    46/314
  • Drop of Divine Blood1 Equipment — Crystal M Durability: 4.
    Encumbrance: 0 (reduces quickness by 0).
    T, FF: Reroll a Healing or Faith test.
    T, sacrifice Drop of Divine Blood: Reduce the recovery time of a single Injury by half.
    47/314
  • Druid's Backpack2G/U Equipment U Durability: 5.
    Encumbrance: 1 (reduces quickness by 1). If you are a Druid or a Dwarf, ignore this (if you are both, you are skilled for quickness tests).
    Enhances Storage page [+5].
    T: Chance to produce U or G (on G/U) when you encounter a spectacular natural phenomenon.
    T: Produce a small animal or plant.
    266/314
  • Drunkard's CorkU Equipment — Potion, Alchemy C T: Drunkard’s Cork will steal the contents of a random drink, poison or potion in your aura (5 paces), depositing it straight into its bottle (this is considered a targeted spell effect). If you clink your bottle to another, it will steal that liquid. Process takes around a minute (slot the card over this and Q it, but leave this one T). An ordinary bottle with a rune stamped cork. 210/314
  • Dwarven Copying Machine2 Equipment U Durability: 4.
    It takes copies of people, and puts them on paper!
    I have seized the light. I have arrested its flight. 48/314
  • Dwarven Gramophone2 Equipment U It takes copies of conversations or music! Attributed to Lojan, the dwarfs have perfected the manufacturing process. 49/314
  • Dwarven Satchel3 Equipment U Durability: 6.
    Encumbrance: 0 (reduces quickness by 0).
    Enhances Storage page [+4].
    T: Reroll a Durability test.
    Light yet sturdy, bags made by dwarf craftsmen are always in high demand. 50/314
  • Elf Leaf Potion3G Equipment — Potion, Herbalism U T, 6AP: Drink to reveal the top Trump of the Fate Deck:
    • [Arcana]: Bad batch! Suffer EF, then Sacrifice this card.
    • [Cups, Pentacles]: Recover 1d6 F.
    • [Swords, Wands]: Recover 1d6 E.
    Made from the living leaves of sacred elven trees. 243/314
  • Elven Pack2GG Equipment U Durability: 5.
    Encumbrance: 0 (reduces quickness by 0).
    Enhances Storage page [+4].
    T: Produce the materials to make an Elf Leaf Potion (you still have to make a crafting test).
    These bright green packs are made of living leaves and need to be watered regularly. 244/314
  • Elven Saddle1G Equipment U Durability: 5.
    Skilled (+1 die) for Riding tests.
    Your Mount has Mobility +1 (an extra mobility point).
    T: Reroll an Acrobatics or Dodge test.
    245/314
  • Emperor’s Breakfast4 Equipment — Food R Perishable (disappears at end of session).
    While Locked, your party cannot use another Food Equipment. All party members have a single use of Offensive Advantage (free reroll or replace). However, when used, the attack also gains Illusionary ([Arcana]: attack is disbelieved, has no effect).
    T: Emperor’s Breakfast becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
    51/314
  • Exit Potion4 Equipment — Potion, Alchemy U T: You may teleport this turn (you must still pay mobility points per pace as normal).
    T, 6AP, Sacrifice Exit Potion: Drink (or pour over an object) to teleport (it) out of the building you are currently in, arriving near the main entrance. If used outdoors, you teleport to the last place you slept in.
    52/314
  • Exquisite Candlestick1BB Equipment R Durability: 3.
    If you have Exquisite Candlestick equipped, each time you sacrifice a Candle, you may reveal the top card of the Fate Deck. On B, the candle is returned to your grimoire.
    219/314
  • Exquisite Lamp2BG Equipment R Durability: 4 (counts as Masterwork)
    B/G: Increase the Durability of Exquisite Lamp by 1 until the end of the scene.
    T: You can set up the lamp as a Trap [10AP]. Any Jinn that triggers the trap is imprisoned in the lamp (each lamp can hold a single Jinn). You can talk to the Jinn in the lamp. The Jinn will attempt to escape (fighting against the Durability of the lamp).
    T: Add Mana of the appropriate type (depends on the trapped Jinn) to your Mana Pool. This might trigger an escape attempt.
    254/314
  • Extract of Garlic1 Equipment — Potion, Herbalism C T: Prevent someone from kissing you.
    T: Offensive Advantage (free reroll or replace) for Intimidate tests against Vampires until the end of the scene.
    T, 6AP, Sacrifice Extract of Garlic: Offensive Advantage (free reroll or replace) for Intimidate tests until the end of the scene.
    53/314
  • Fadeleaf Toxin1 Equipment — Poison U Type: Contact
    Illegal (when you use this card around others, risk dishonored, on B).
    Weapons or ammo coated with Fadeleaf Toxin have:
    • Poisonous ([Cups]: target is poisoned). If successful, flip this card.
    54/314
  • Fae Offering4 Equipment — Food M While Locked, your party cannot use another Food Equipment. All party members are Destined (free redraw of Trump) for Fatigue Threshold checks.
    T: Fae Offering becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
    55/314
  • False Life1 Equipment — Potion, Alchemy C T: Reroll a Recovery test.
    T, 6AP, Sacrifice False Life: Drink to enhance Death Threshold [+4/+4] until twilight, but you cannot recover F by any means for a week. Multiple uses of this potion are cumulative, but so are the penalties.
    56/314
  • Fancy Lockpick Set1 Equipment C Durability: 4.
    Advantage (free reroll) for Pick Lock tests.
    57/314
  • Farmer’s Sickle2 Equipment — Tool C Durability: 4.
    Advantage (free reroll) for Agriculture and Foraging tests.
    The sickle had a profound impact on the Agricultural Revolution by assisting in the transition to farming and crop based lifestyle. 58/314
  • Feather Potion2 Equipment — Potion, Alchemy U T: You are Fleet (+1 mobility point, cumulative) this scene.
    T, 6AP, Sacrifice Feather Potion: Drink to become light as a feather for a scene. If unencumbered, you can float, carried by the wind and momentum.
    Almost flight, but not quite. 59/314
  • Feral Spirit2 Equipment — Potion, Alchemy U T: Introduce a noble spirit to the story. It puts in a good word for you with another spirit.
    T, 10AP, Sacrifice Feral Spirit: Ignite the candle (the wick just needs a little friction, like a match) to summon two spirit wolves. These noble beasts won’t fight for you, but they’ll hold off anyone pursuing you long enough for you to make your escape.
    60/314
  • Fire Bomb6 Equipment — Potion, Alchemy R Keywords: Explosive, Illegal (when you use this card around others, risk dishonored, on B).
    T, 10 minutes: Make an Alchemy Chemistry test. If successful, the bomb becomes armed (flip it) and will go off if it is moved or otherwise tampered with, or at a time you specify (it inflicts X Fire Magic Damage (reduced by mystic armor) and X Physical Damage (reduced by physical armor), and is powerful enough to destroy several houses). If you roll d1d1 on the test, the bomb goes off as you arm it (oops).
    61/314
  • Fire Moth1R Equipment — Potion, Alchemy C T: Add R to your Mana pool. Fire Moth will flit around you and generally go where you please. Doesn’t usually set very much on fire. Usually.
    T: Prevent E caused by an Ignem spell.
    T, Risk R (on U, disadvantage): Extend the Duration or Range of an Ignem spell.
    A little jar holding a mostly tame fire elemental. 232/314
  • Fire Water3 Equipment — Potion, Alchemy U T: Reroll an Aquam or Ignem test.
    T, 5AP, Sacrifice Fire Water: Ranged attack. If successful, inflict X Fire Magic Damage (reduced by mystic armor). Fire Water will ignite up to 20 square paces of water, making it burn as if it were oil. Devastating in rainy conditions.
    5/20 62/314
  • Firebloom Toxin3 Equipment — Poison U Type: Contact
    Illegal (when you use this card around others, risk dishonored, on B).
    Weapons or ammo coated with Firebloom Toxin have:
    • Poisonous ([Cups]: target is poisoned). If successful, flip this card.
    63/314
  • Fish Oil1 Equipment — Potion, Alchemy C T: Reroll an Aquam or Swimming test.
    T, 6AP, Sacrifice Fish Oil: Drink to gain the ability to breathe underwater until twilight (if you portion out the potion, this can affect a group of people for about ten minutes or so).
    64/314
  • Five Course Meal4 Equipment — Food R While Locked, your party cannot use another Food Equipment. All party members have Absorb 2 (if a source would deal damage, prevent 2 of that damage) for physical damage.
    T: Five Course Meal becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
    65/314
  • Fly Ointment1 Equipment — Potion, Alchemy C T: Introduce flies to the story.
    T, 6AP, Risk D (on R, flesh form), Sacrifice Fly Ointment: Drink to polymorph into a fly until twilight. When you are attacked, you may pay EE to S Limit Break (set a single combat pool to 8 until the end of your next turn) with your Dodge pool.
    Ever wish you could be a fly on the wall? 66/314
  • Flymonger Venom2 Equipment — Poison U Type: Injected
    Weapons or ammo coated with Flymonger Venom have: After a successful attack with at least one wound inflicted, victims must make a Hard (16) Toughness test or contract an injury. Flip this card.
    67/314
  • Foolish Crystal1 Equipment U Durability: 2.
    Valuable (can be sold for a silver coin).
    Illegal (when you use this card around others, risk dishonored, on B).
    When discovered to be a Foolish Crystal, the buyer will be enraged. 68/314
  • Four Leaf Clover Extract4 Equipment — Potion, Herbalism R T: Reroll a Fellowship test.
    T, EE: One use of Offensive Advantage (free reroll or replace) in any duel.
    T, 6AP, XE, Sacrifice Four Leaf Clover Extract: Drink to draw Trumps to fill your Fate Hand. X is equal to the highest value amongst the drawn Trumps.
    69/314
  • Frenzy0 Equipment — Potion, Alchemy, Stance C Addictive (when you T this card, risk addicted, on B).
    T, Stance: Sniff to prevent E.
    T, Sacrifice Frenzy: Inhale all the powder to prevent any Condition, then become Berserk.
    233/314
  • Fresh Produce2 Equipment — Food C While Locked, your party cannot use another Food Equipment. All party members have Advantage (free reroll) for Disease Toughness tests.
    T: Fresh Produce becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
    70/314
  • Full Moon Potion5 Equipment — Potion, Alchemy R T, E: If you howl like a wolf, you may reroll any test.
    T, 6AP, Sacrifice Full Moon Potion: Drink. This scene, if you howl like a wolf at the start of any turn, you may pay EEE to Limit Break (set a single combat pool to 7 until the end of your next turn).
    71/314
  • Gargoyle Candle2 Equipment — Candle C Ritual (requires that you perform a short ritual at twilight), Sacrifice Gargoyle Candle: As long as this candle burns, you have Absorb 2 (if a source would deal damage, prevent 2 of that damage) and Advantage (free reroll) for Stealth tests while stationary. Distance between you and the candle does not matter. 72/314
  • Geometric Powder1 Equipment — Potion, Alchemy C T: A thaumathurgic circle becomes Dependable (advantage for durability and save tests).
    T, Sacrifice Geometric Powder: This powder, when poured onto the ground, automatically forms a geometric form (chosen by you), drastically cutting the time required to draw a thaumathurgic circle: a single circle ritual or spell can be cast for free, and you have Advantage (free reroll) to do so.
    73/314
  • Ghost Vial4 Equipment — Potion, Alchemy U T: Absorb 2 (if a source would deal damage, prevent 2 of that damage) this round.
    T, 6AP, Sacrifice Ghost Vial: Drink to become Incorporeal (elemental and physical damage is halved) for a scene. If you die this scene, you become a ghost.
    74/314
  • Ghoul Pipes3 Equipment C Durability: 5.
    T, technique, 2AP: Make a Very Hard (18) Music test. If successful, anyone listening to your music will not be disgusted or surprised by any meal they are invited to eat (even poison or the rotting flesh of their family will pass without remark). This is a magical and Illegal (when you use this card around others, risk dishonored, on B) effect, and the flute will register as necromantic magic.
    These flutes are crafted from the thigh bone of a person that starved to death. 75/314
  • Gluonic Crystals1G Equipment — Crystal U Durability: 3.
    T, sacrifice Gluonic Crystals, 2 AP: Make a Light vs Warding test. If successful, the target cannot spend any Movement Points or any Action Points for movement purposes.
    T5/T10 246/314
  • Gnomish Party Kit3 Equipment — Alchemy U Keywords: Explosive
    T, 7AP, Sacrifice Gnomish Party Kit: Until the end of the second combat round after this one, all Flaming attacks have Incendiary ([Wands]: target is burning; target is burning if attack inflicts damage) instead.
    76/314
  • Grappling Hook0 Equipment C Durability: 5.
    Advantage (free reroll) for Climbing tests (for the whole troupe).
    A grappling hook. Use the hook to grapple things. 275/314
  • Grappling Hook (Masterwork)1 Equipment C Durability: 5.
    Skilled (+1 die) and Advantage (free reroll) for Climbing tests (for the whole troupe).
    A grappling hook. Use the hook to grapple things. 77/314
  • Greek Fire2 Equipment — Potion, Alchemy C T, 6AP, Sacrifice Greek Fire: Your weapon gains Flaming ([Wands]: target is burning). Make a Hard (16) Durability test to prevent the weapon of being destroyed at end of combat.
    T, 6AP, U, Sacrifice Greek Fire: Your weapon gains Incendiary ([Wands]: target is burning; target is burning if attack inflicts damage). Make an Extremely Hard (20) Durability test to prevent the weapon of being destroyed at end of combat.
    78/314
  • Gremlin Jar1 Equipment — Potion, Hunting C T, 5AP: unopposed Ranged attack. If successful, the jar lands where you designate and breaks. The gremlin attacks the nearest thing (on a critical success, an extra gremlin bursts from a nearby gremlin warren). After combat, you may social duel the gremlin. If you win, Q this card. If you lose or refuse, the vicious little shit attacks you. 10/- 79/314
  • Grisly Gazpacho1 Equipment — Food M While Locked, your party cannot use another Food Equipment. All party members have Advantage (free reroll) for Necromancy tests.
    Illegal (when you use this card around others, risk dishonored, on B).
    T: Grisly Gazpacho becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
    80/314
  • Hand of Glory2WB Equipment — Candle U Ritual (requires that you perform a short ritual at twilight), Sacrifice Hand of Glory: As long as this candle burns and you carry it, everyone (except you) in its aura (5 paces) is Paralyzed (this is considered a targeted spell effect, anyone that saves or recovers is immune until twilight). 255/314
  • Healer's Satchel2B Equipment U Durability: 5.
    Encumbrance: 0 (reduces quickness by 0).
    Enhances Storage page [+4].
    T: Reroll a Healing or Recovery test.
    T, B: Prevent F, for yourself or an ally in your aura (5 paces).
    220/314
  • Healing GraftDD Equipment — Alien S Invulnerable (cannot be broken or destroyed).
    Cursed (you cannot remove this card once attuned).
    Can be slotted on any page adjacent to an Injury. Adjacent injuries are considered bandaged and braced.
    At start of session (or when first applied) either discard Healing Graft (ignoring Cursed) or choose up to two effects of the Injury it is adjacent to that will not be applied.
    299/314
  • Healing Salve3 Equipment — Potion, Alchemy U T: Recover F.
    T, 10AP, Sacrifice Healing Salve: Apply this salve to gain an immediate Toughness test to end all effects of a single Injury (does not work on D cards) in about an hour.
    81/314
  • Heavy Pack2 Equipment C Durability: 5.
    Encumbrance: 2 (reduces quickness by 2). If you are a Dwarf, ignore this.
    Enhances Storage page [+7].
    0: Drop the Heavy Pack to the ground.
    T: Swap any card in your storage page to the first slot in your storage page.
    82/314
  • Hemotoxic VenomG/U Equipment — Poison S Type: Injected
    Illegal (when you use this card around others, risk dishonored, on B).
    Weapons or ammo coated with Hemotoxic Venom have: After a successful attack with at least one wound inflicted, victims must make a Hard (16) Toughness test or contract an injury. Flip this card.
    313/314
  • Hex Bag1B Equipment U Durability: 4.
    Encumbrance: 0 (reduces quickness by 0).
    Enhances Storage page [+3].
    You can place a small pouch on a target (usually with a pick pocket test): he or she has Disadvantage (forced reroll) against curses.
    T: Reroll a Magic test.
    221/314
  • Hot Air Balloon1 Equipment — Vehicle C Encumbrance: 1 (reduces quickness by 1) while not being used.
    T: Reveal a {Trump} from the Fate Deck. Reduce travel time (through the air) by half. On B, the winds take an unforeseen turn, and you might end up somewhere completely different.
    I don’t think this is Kansas, Toto. 83/314
  • Impressive Earrings1 Equipment U Durability: 4.
    T: Reroll a Fellowship or Social test, or roll any characteristic in a social duel.
    Where did you get those earrings, darling? They are absolutely fabulous. 84/314
  • Indexation Scroll3 Equipment — Scroll C You can slot this equipment in an slot you haven’t purchased on any Equipment Page.
    T: You become Skilled (+1 die) for Administration tests until the end of the scene.
    85/314
  • Inquisitive Satchel2 Equipment U Durability: 4.
    Encumbrance: 0 (reduces quickness by 0).
    Enhances Storage page [+2].
    T: Reroll an Investigation or Search test.
    T: Produce a detective tool.
    Hand me my bag, Watson. 86/314
  • Insect Venom1 Equipment — Poison C Type: Injected
    Weapons or ammo coated with Insect Venom have: After a successful attack with at least one wound inflicted, victims must make a Hard (16) Toughness test or contract an injury. Flip this card.
    T, sacrifice Insect Venom: Make a Normal (14) Alchemy test to transform this into an Antivenom.
    87/314
  • Iron Chef’s Sake Lobster4 Equipment — Food U While Locked, your party cannot use another Food Equipment. All party members can once per session reroll any one test (twice). This might cause them to become Drunk (on U).
    T: Iron Chef’s Sake Lobster becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
    88/314
  • Jade Amulet2G Equipment U Durability: 3.
    Cost is reduced to two copper coins wile in Easterling lands.
    Purity +1 (Reduce the amount of D for any Corruption test by one).
    247/314
  • Jade ScarabGW Equipment — Charm S Perishable (disappears at end of session).
    T: Recover 1d6 fatigue (E). You may pay G/W to Q Jade Scarab.
    T, 2AP, sacrifice Jade Scarab: Until the end of the scene, your weapon or ammo of choice gains:
    • Jade (bonus damage die against D creatures).
    311/314
  • Jade StatueGG Equipment U Cost is reduced to copper wile in Easterling lands.
    T: Reroll a Resistance or Willpower test against creatures of darkness.
    T: Reroll any Fellowship test against an Easterling.
    T, Sacrifice Jade Statue: Prevent all corruption (D) from a single source.
    248/314
  • Jellyfish Venom2 Equipment — Poison C Type: Injected
    Illegal (when you use this card around others, risk dishonored, on B).
    Weapons or ammo coated with Jellyfish Venom have: After a successful attack with at least one wound inflicted, victims must make a Hard (16) Toughness test or contract an injury. Flip this card.
    89/314
  • Jousting Saddle2 Equipment U Durability: 6.
    Advantage (free reroll) for Riding tests.
    T: Reduce the difficulty of a Riding test by one level (-2).
    T, [when jousting]: Reveal the top four Trumps of the Fate Deck. If one of them is {Cups}, you may use it as your Trump this action.
    90/314
  • Kingsblood Toxin3 Equipment — Poison R Type: Contact
    Illegal (when you use this card around others, risk dishonored, on B).
    Weapons or ammo coated with Kingsblood Toxin have:
    • Poisonous ([Cups]: target is poisoned). If successful, flip this card.
    91/314
  • Kiss Potion0 Equipment — Potion, Alchemy C T: Prevent Bleeding.
    T, 6AP, Sacrifice Kiss Potion: Drink to automatically destroy all Bleeding conditions. Anyone you kiss [2AP] in the next minute also stops all Bleeding.
    222/314
  • Knockout Toxin3 Equipment — Poison C Type: Contact
    Illegal (when you use this card around others, risk dishonored, on B).
    Weapons or ammo coated with Knockout Toxin have:
    • Poisonous ([Cups]: target is poisoned). If successful, flip this card.
    92/314
  • Kobe Beef3 Equipment — Food U While Locked, your party cannot use another Food Equipment. All party members are Skilled (+1 die) for Quickness simple tests.
    T: Kobe Beef becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
    93/314
  • Krovod Drumstick3 Equipment — Food U While Locked, your party cannot use another Food Equipment. All animal Servants in the party enhance their Death Threshold [+2/24].
    T: Krovod Drumstick becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
    94/314
  • Laboratory Tools3 Equipment C Durability: 3.
    Advantage (free reroll) for Laboratory and Biology tests.
    “Nothing has such power to broaden the mind as the ability to investigate systematically and truly all that comes under thy observation in life.” - Marcus Aurelius 95/314
  • Lavender Grandeur3 Equipment — Potion, Herbalism U T: Double the size of your aura (cumulative).
    T, 6AP, Sacrifice Lavender Grandeur: Drink to instantly repair and polish your clothing, armor and weapons. Your hair is styled, your nails manicured. You have Advantage (free reroll) for Fellowship, Social and Resistance tests this scene. In addition, you may use the Majesty technique (flip this card) this scene.
    96/314
  • Lembas Bread5 Equipment — Food U While Locked, your party cannot use another Food Equipment. All party members have Advantage (free reroll) for Perception tests. If they are Elves, they also have a single use of Limit Break (set a single combat pool to 7 until the end of your next turn) for a Ranged attack this session.
    T: Lembas Bread becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
    97/314
  • Longevity PotionXB Equipment — Potion, Alchemy R X is equal to the number of decades of your life, and must be paid in B.
    T: Reroll a Quickness, Strength or Toughness test.
    T, 6AP, Sacrifice Longevity Potion: Recover a single point of Decrepitude.
    A mix of raw drake egg, sugar and pepper vodka. 223/314
  • Love Potion5R Equipment — Potion, Alchemy R T: Reroll a Bargain, Charm or Fellowship test.
    T, Sacrifice Love Potion: Pour into a drink (it tastes slightly sweeter). If drunk, make a Social (with 6 dice) vs. Resistance test (C). If successful, the drinker becomes enamored of the first creature he or she sees (provided the drinker would normally be attracted to the creature’s species and gender). This “affliction” wears off at the end of the current lunar cycle (anyone may pay R to prolong the effect for a year).
    234/314
  • Lust2 Equipment — Potion, Alchemy C Illegal (when you use this card around others, risk dishonored, on B).
    T, 6AP, F, Sacrifice Lust: Drink this to experience an overwhelming sensation of sexual desire for 1d6 hours. In melee combat, you make attack rolls with Advantage (free reroll). If the effect lasts for longer than 4 hours, you become Exhausted for 24 hours.
    98/314
  • Lycanthrope Salve2 Equipment — Potion, Alchemy U T, Ritual (requires that you perform a short ritual under moonlight): Apply this salve to Veer into a Dire Wolf. Requires a Hard (16) Alchemy test (if the check fails, you still veer, but temporarily lose control of yourself and go on a bloodthirsty rampage; you automatically semble back at sunrise). 99/314
  • Magic Beans3 Equipment — Food R While Locked, your party cannot use another Food Equipment. All party members are Skilled (+1 die) for Willpower simple tests.
    T: Magic Beans becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
    T, sacrifice Magic Beans, 1AP: You can cast Conjure the Sturdy Vine for free (even if you don’t have the spell).
    100/314
  • Magic Pouch1B Equipment U Durability: 4.
    Encumbrance: 0 (reduces quickness by 0).
    Enhances Storage page [+2].
    T: Reroll a Magic or Warding test (this reroll is final, though) and recover E if you roll at least one d6 on the spellcasting test.
    224/314
  • Magic Satchel1BB Equipment U Durability: 5.
    Encumbrance: 0 (reduces quickness by 0).
    Enhances Storage page [+4].
    T: Reroll a Magic or Warding test (this reroll is final, though) and recover E if you roll at least one d6 on the spellcasting test.
    225/314
  • Mana Pouch1B Equipment U Durability: 4.
    Encumbrance: 0 (reduces quickness by 0).
    Enhances Storage page [+2].
    T: Extend the Duration or Range of any spell and recover E if you roll at least one d6 on the spellcasting test.
    226/314
  • Mardroeme Potion5 Equipment — Potion, Herbalism U T: Reroll an Illusion or Memory test.
    T, 2AP, Sacrifice Mardroeme Potion: Make a Light thrown attack. This thrown attack cannot be Blocked, but can be Resisted. If successful, the target’s attacks gain Illusionary ([Arcana]: attack is disbelieved, has no effect) until they succeed in an Extremely Hard (20) Recovery test costing 3 Action Points.
    T5/T10 101/314
  • Masterwork Saddle1 Equipment U Durability: 5.
    Advantage (free reroll) for Riding tests.
    102/314
  • Medical Kit4 Equipment R Durability: 3.
    Advantage (free reroll) for Healing and Surgery tests.
    T: Produce Bandages.
    T: Prevent F or EE.
    T: Reroll a Recovery test of an ally within 5 paces.
    There may still be time to save him. Fetch my kit! 103/314
  • Message in a BottleW Equipment — Potion, Alchemy C T: Introduce a message to the story.
    T, Ritual (requires that you perform a short ritual at twilight): Drink this, speak (or write) a message and toss the bottle in a free flowing body of water. Make a Hard (16) Magic test. If successful, the message is delivered to the addressee by twilight. If you fail, the message is lost (or intercepted).
    201/314
  • Midaic VenomI Equipment — Poison S Type: Injected
    Illegal (when you use this card around others, risk dishonored, on B).
    Weapons or ammo coated with Midaic Venom have: After a successful attack with at least one wound inflicted, victims must make a Extremely Hard (20) Toughness test or contract an injury. Flip this card.
    300/314
  • Midnight Kiss Toxin2 Equipment — Poison M Type: Contact
    Illegal (when you use this card around others, risk dishonored, on B).
    Weapons or ammo coated with Midnight Kiss Toxin have:
    • sp Poisonous ([Court, Cups]: target is poisoned). If successful, flip this card.
    • Lethal (critical success on 5+).
    104/314
  • Might Potion2 Equipment — Potion, Alchemy U T: Reroll a Strength or Toughness test.
    T, 6AP, Sacrifice Might Potion: Drink to gain Advantage (free reroll) for Strength and Toughness tests until twilight.
    An orange liquid that smells like alcohol. 105/314
  • Milk of the Poppy2 Equipment — Potion, Herbalism C Addictive (when you T this card, risk addicted, on B).
    T: Recover F (a drop dulls pain).
    T, 10AP: Slip some of this into a drink (tastes nutty), the drinker must make an Extremely Hard (20) Willpower test to avoid falling into a deep sleep. If you want to affect more than one person, you must Sacrifice Milk of the Poppy.
    106/314
  • Mimic Oil1 Equipment — Potion, Alchemy U 0: Add a bit of nail, hair or skin from a humanoid creature (“the subject”) to the oil.
    T, 10AP, Sacrifice Mimic Oil: Rub the oil over your face. You assume the physical form of “the subject”. You look, sound and feel exactly like the creature until sunset or sunrise (your abilities and possessions remain unchanged).
    107/314
  • Miner's Backpack1 Equipment C Durability: 5.
    Encumbrance: 1 (reduces quickness by 1). If you are Dwarf, Miner or Sapper, ignore this.
    Enhances Storage page [+5].
    T: Produce a canary, candle, pick or shovel.
    T: Reroll a Geology, Mining or Terram test, or any attack with a hammer, pick or shovel.
    No take candle! 108/314
  • Mirror Potion2 Equipment — Potion, Alchemy C T: Reroll a Dodge test.
    T, 6AP, Sacrifice Mirror Potion: Drink to create a Mirror Image of yourself. It runs out of your body, in a random direction. If you Sustain it, you can control its movements, but it cannot attack (if it stays adjacent to you, then opponents must randomly decide if they attack it or you).
    109/314
  • Money Pouch0 Equipment C Durability: 5.
    Encumbrance: 0 (reduces quickness by 0).
    Enhances Storage page [+2].
    T: Reroll a Bargain, Smuggling or Wealth test.
    They don’t call me greedy for nothing. I want money. I want women, status, and power. I want everything this world’s selling! 276/314
  • Moon Tea1 Equipment — Potion, Herbalism C T, E: Prevent Nauseated.
    T, 6AP, Sacrifice Moon Tea: Drink to recover EE. If you have had a successful tea ceremony today, you may recover 1d6 E instead.
    Helps ease stomach cramps for women. 110/314
  • Moondrop Pendant2G/U Equipment — Gemstone R Durability: 3.
    T: You ignore all Attacks of Opportunity until the end of the turn. Then Moondrop Pendant makes a Hard (16) Durability test to Q, or is destroyed.
    267/314
  • Mount Armor1 Equipment — Armor C Armor Value: 0/0.
    Durability: 4.
    Type: Mount.
    T: Attempt an Armor Save of 4+ (roll 4 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Slash +1 (increased armor value and ignores penetration from slashing attacks).
    111/314
  • Mouth Guard0 Equipment — Mask C Durability: 4.
    T: Prevent the Poisoned condition (but only from an airborne poison).
    T: Reroll a Defense test related to breathing.
    277/314
  • Mouthful of BloodJ Equipment — Food S Perishable (disappears at end of session).
    T, sacrifice: Recover F.
    T, sacrifice, 1AP: If you have a Blood page, add Blood Essence to it.
    The blood is the life. 301/314
  • Mystic Restraints2G Equipment — Trap U Concealable (disadvantage to find this item).
    T, 4AP: Set a Mystic Restraints trap (circle formed out of piano wire) on a specific square. When triggered (someone steps on it), the target has Mobility -6 (six less mobility points) until the target succeeds in a Extremely Hard (20) Strength test (6 AP). The target also suffers Inaccurate (-1 attack die) for performing ranged attacks.
    Recover deployed Mystic Restraints: Q Mystic Restraints.
    288/314
  • Mystical Paint3 Equipment — Potion, Painting C Ritual (requires that you perform a short ritual at twilight). Perception -1 (cumulative).
    T: Advantage (free reroll) for a magic attack or warding defense.
    T, EE, Sacrifice Mystical Paint: Limit Break (set a single combat pool to 7 until the end of your next turn) with Magic or Warding pool.
    112/314
  • Natural Potion5 Equipment — Potion, Herbalism R T: Reroll any Characteristic test.
    T, 6AP, Sacrifice Natural Potion: Drink to gain Advantage (free reroll) for all simple and opposed tests until twilight.
    A smoky and flavorless liquid. 113/314
  • Necromancer's ToxinD Equipment — Poison C Type: Contact
    Illegal (when you use this card around others, risk dishonored, on B).
    Weapons or ammo coated with Necromancer’s Toxin have:
    • Poisonous ([Cups]: target is poisoned). If successful, flip this card.
    114/314
  • Necromancer’s Satchel1B Equipment U Durability: 5.
    Encumbrance: 0 (reduces quickness by 0).
    Enhances Storage page [+3].
    T: Produce a humanoid body part.
    T: Take control of an undead servant (with an opposed willpower test if it’s controller is in its aura). You may probe its history.
    227/314
  • Necrotic VenomB/G Equipment — Poison U Type: Injected
    Illegal (when you use this card around others, risk dishonored, on B).
    Weapons or ammo coated with Necrotic Venom have: After a successful attack with at least one wound inflicted, victims must make a Hard (16) Toughness test or contract an injury. Flip this card.
    268/314
  • Nightmare Lily Pollen3 Equipment — Poison, Airborne U AoE:5 (affects everyone within five paces).
    Each target within range must make a Hard (16) Poison Toughness test. If they do not succeed, flip this card.
    Buying or Crafting Nightmare Lily Pollen is considered Illegal (when you use this card around others, risk dishonored, on B).
    115/314
  • Nightshade Brew4 Equipment — Potion, Herbalism R T, XE, Sacrifice Nightshade Brew: Destroy a Poison card (X is equal to the poison’s complexity) or produce Nightshade Poison (X is 5). This young man he died fair soon
    By the light of the hunters’ moon
    Not by bolt, nor yet by blade
    But by the berries of the woody nightshade
    116/314
  • Nightshade Poison5 Equipment — Poison S Type: Ingested
    Concealable (disadvantage to find this item).
    Illegal (when you use this card around others, risk dishonored, on B).
    If ingested, the target must make an Extremely Hard (20) Poison Toughness test. If unsuccessful, flip this card and the target becomes afflicted by the Nightshade Poison.
    302/314
  • Nobleman’s Meal3 Equipment — Food U While Locked, your party cannot use another Food Equipment. All party members are Skilled (+1 die) for Fellowship simple tests.
    T: Nobleman’s Meal becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
    117/314
  • Oblivion Moss Lipstick2 Equipment — Potion, Herbalism U T: Reroll a Mentem test.
    T: Kiss someone while wearing this and they forget something they were just thinking about (this is considered a targeted spell effect). You learn it.
    T, 2AP, Sacrifice Oblivion Moss Lipstick: Breathe a 5 pace cone of oblivion mist that causes people to forget the last scene (this is considered a targeted spell effect).
    118/314
  • Octopus Potion1 Equipment — Potion, Alchemy C T: Prevent Grappled.
    T, 6AP, Sacrifice Octopus Potion: Drink to gain Offensive Advantage (free reroll or replace) for Grapple tests until twilight.
    119/314
  • One For Every Occassion0 Equipment — Potion S Requirement: Potion Mastery.
    T: Produce a potion from your personal stock that helps with the current situation (usually by giving the person that drinks it advantage, but you can be creative).
    T: Switch a slotted potion with a potion from your grimoire, for free.
    312/314
  • Ophidiophobia Venom1U Equipment — Poison U Type: Injected
    Illegal (when you use this card around others, risk dishonored, on B).
    Weapons or ammo coated with Ophidiophobia Venom have: After a successful attack with at least one wound inflicted, victims must make a Very Hard (18) Toughness test or contract an injury. Flip this card.
    211/314
  • Orchid Viper3G/U Equipment — Potion, Herbalism, Trap U Concealable (disadvantage to find this item) and sp Poisonous ([Court, Cups]: target is poisoned).
    T, 10AP, Sacrifice Orchid Viper: Place and awaken the plant. It is quite lovely so people will want to approach it. When they do, it will attack (5 dice, treat as a trap). Its venom is lethal in mere minutes. You may use an Arcane Connection to target a specific victim.
    269/314
  • Orihon no Kaiga3 Equipment — Tome C Exotic (disadvantage to procure this item, or repair it) when not in Pytharion Empire.
    T: You become Skilled (+1 die) for Drawing tests until the end of the scene.
    120/314
  • Ornate Ear Trumpet3 Equipment — Alien C Durability: 4.
    Fashionable (may provide advantage in social situations).
    T: Reroll an Alertness test or a sound based Mundane Perception test.
    U: Reroll a Durability test for Ornate Ear Trumpet.
    An ear trumpet crafted from materials not found in Numenera, it speaks to the imagination. 121/314
  • Overhead Trap3 Equipment — Trap C Concealable (disadvantage to find this item).
    T, 4AP: Set a Overhead Trap trap on a specific square (if an overhead structure such as for example a ceiling is available). When triggered (someone walks under it), it makes an unarmed attack (5 dice) with S Razor ([Court, Cups]: target is bleeding) against the target that triggered it. Overhead Trap remains tapped until recovered.
    Recover deployed Overhead Trap: Q Overhead Trap.
    Sacrifice a copper coin: Q Overhead Trap.
    289/314
  • Owl Tea8 Equipment — Poison M Type: Ingested
    Concealable (disadvantage to find this item).
    Exotic (disadvantage to procure this item, or repair it).
    If ingested, the target must make a Impossible (22) Poison Resistance test. If unsuccessful, flip this card and the target becomes afflicted by the Owl Tea.
    122/314
  • Pack of Lho Sticks2 Equipment — Potion, Herbalism, Stance C Addictive (when you T this card, risk addicted, on B).
    T, E, Stance: Once per combat round reroll a Magic test.
    T, XE, Stance: Once per combat round you can Q any spell. X is equal to the Complexity of the spell.
    The petals of the lotus flower have a powerful narcotic effect when smoked. 123/314
  • Passwall Chalk1 Equipment — Potion, Alchemy C T: Reroll a Geometry or Mathematics test.
    T, 10AP, Sacrifice Passwall Chalk: Requires a Hard (16) Geometry test. Draw a doorway on a wall to create an opening that persists just long enough for one person to jump through. Extra people can Risk F (on B, knocked down as you painfully smack into the wall) to jump through too. You can also do the opposite and draw an “extra” lock on a door or window.
    124/314
  • Peace Lily Mist3 Equipment — Potion, Herbalism U Concealable (disadvantage to find this item). In addition, can be used as a perfume (subtle from a distance, but effective skin to skin).
    T, 5AP, {S*}: unopposed Ranged test. Target makes a Willpower test or falls asleep.
    T, 2AP, Sacrifice Peace Lily Mist: Everyone else in your aura (5 paces) risks sleep.
    5/- 125/314
  • Peace Paint3 Equipment — Potion, Painting C Ritual (requires that you perform a short ritual at twilight). Willpower -1 (cumulative).
    T: Advantage (free reroll) for a social attack or resistance defense.
    T, EE, Sacrifice Peace Paint: Limit Break (set a single combat pool to 7 until the end of your next turn) with Social or Resistance pool.
    126/314
  • Pearl Potion0 Equipment — Potion, Herbalism C T: Completely erase your scent, or one target’s ability to smell.
    T, 6AP, Sacrifice Pearl Potion: Drink to paralyze your lungs until twilight. Fortunately, you don’t need to breathe anymore. You cannot smell anything or speak (if you do, discard a trump).
    249/314
  • Pendulum Trap4 Equipment — Trap U Concealable (disadvantage to find this item).
    T, 4AP: Set a Pendulum Trap trap across three specific squares (if an overhead structure such as for example a ceiling is available) that are in a straight line. When triggered (someone walks under it), it makes an unarmed attack (6 dice) with S Razor ([Court, Cups]: target is bleeding) against the target that triggered it. Pendulum Trap becomes Locked (does not untap as normal) until recovered.
    Recover deployed Pendulum Trap: Q Pendulum Trap.
    Sacrifice a copper coin: Q Pendulum Trap.
    290/314
  • Peppermint Potion2 Equipment — Potion, Herbalism C T: Reroll a Bargain, Charm or Recovery test.
    T, 6AP, Sacrifice Peppermint Potion: Drink to halve the recovery time of your Injuries and Wounds.
    Fresh breath guaranteed. 127/314
  • Piece of WyrdstoneDD Equipment — Crystal M Durability: 3.
    Penetration: 3 (ignore three points of armor).
    Type: Explosive.
    • AoE:2 (affects everyone within two paces).
    • Blight (inflicts DD instead of damage).
    • Infectuous ([Swords]: target is diseased). If triggered, flip this card.
    • Unstable ([Court]: explodes too soon and attack affects you).
    • Simple (requires no proficiency).
    T5/T15 128/314
  • Pit Trap2 Equipment — Trap C Concealable (disadvantage to find this item).
    T, 10AP: Set a Pit Trap trap on a specific square. When triggered (someone steps on it), it makes an unarmed attack (5 dice) with S Trip ([Court, Swords]: target is knocked down) against the target that triggered it.
    Just a well concealed hole in the ground. 291/314
  • Poison Antidote1 Equipment — Potion, Herbalism C T: Reroll a Poison test.
    T, 6AP, Sacrifice Poison Antidote: Drink to gain a free Recovery Test with Toughness ([0AP, 2C] if you fail twice in a row you cannot try again until the scene ends) to end all effects of a single poison.
    129/314
  • Poison Flask0 Equipment C Durability: 3.
    T: Reroll a Poison test.
    T, Sacrifice Poison Flask: Reveal a contact Poison Equipment card you have slotted. Your edged weapons automatically have the Poisonous ([Cups]: target is poisoned) trait this scene.
    278/314
  • Poison Ring2 Equipment U Illegal (when you use this card around others, risk dishonored, on B).
    T: Make a Quickness vs. Perception test to douse any food unnoticed. If ingested, the target must make a Very Hard (18) Poison Toughness test. If unsuccessful, the target becomes afflicted by a Paralytic Poison. This card becomes Locked (does not untap as normal). Make a Hard (16) Poison Crafting test to Q it.
    130/314
  • Poisoner's Milk6 Equipment — Poison U Type: Ingested
    Concealable (disadvantage to find this item).
    Illegal (when you use this card around others, risk dishonored, on B)
    If ingested, the target must make an Extremely Hard (20) Poison Toughness test. If unsuccessful, flip this card and the target becomes afflicted by the Poisoner’s Milk.
    132/314
  • Poisoner’s Kit1 Equipment U Durability: 4.
    Advantage (free reroll) for Crafting (poisons).
    T, 10 minutes: Produce a common antidote for a Poison Equipment you have slotted.
    T, 10 minutes: Once per session you refine one of your Contact Poisons. When applied, it gives sp Poisonous ([Court, Cups]: target is poisoned) until the end of the session.
    131/314
  • Portable Hole3B Equipment — Trap U Concealable (disadvantage to find this item).
    Enhances Storage page [+1].
    T, 10AP: Set a Portable Hole on a specific square. When triggered (someone steps on it), it makes an unarmed attack (5 dice) with S Trip ([Court, Swords]: target is knocked down) against the target that triggered it. Make an opposed Quickness test (costing 2 AP). If successful, the opponent is trapped in the Portable Hole until it succeeds in a Extremely Hard (20) Strength test (costing 6 AP).
    292/314
  • Potion Belt0 Equipment C Durability: 5 (you can use this for potion durability tests, instead of 3 dice).
    Encumbrance: 0 (reduces quickness by 0).
    Enhances Storage page [+2].
    Whenever you sacrifice a potion card, you may replace it with a potion from your Storage page.
    279/314
  • Potion of Dutiful Return1 Equipment — Potion, Alchemy C Illegal (when you use this card around others, risk dishonored, on B) and quite Poisonous when imbibed.
    You can Q Potion of Dutiful Return by ritually drawing blood from a Zombie.
    T, 10AP: Pour into the mouth of a corpse to raise it as a Zombie that stays under your control for 24 hours.
    133/314
  • Potion of Skunk Musk0 Equipment — Potion, Alchemy C T: Increase the difficulty to track you and your companions (astrally or physically) by one level (+2) until you wash off the “interesting” scent.
    T, 5AP, Sacrifice Potion of Skunk Musk: unopposed Ranged attack: the target must make a Hard (16) Willpower test or become Nauseated.
    212/314
  • Proper Witch Hat1B Equipment U The Proper Witch Hat lets everyone know you’re a proper witch.
    T: Add B to you Mana pool only usable to cast or enhance curse and blessing spells.
    T: Reroll a curse or blessing magic test.
    T: Reroll a resistance test against curses.
    Nobody should mess with a witch wearing the right hat, that’s common knowledge. 228/314
  • Pure BloodD Equipment — Potion, Alchemy C Addictive (when you T this card, risk addicted, on B).
    T, E: Prevent F.
    T, 6AP, Sacrifice Pure Blood: Advantage (free reroll) for Agility, Quickness, Strength and Toughness tests and Energize for all tests (if it would cause fatigue, prevent E) this scene. At the end of the scene, make a Disease test or become Diseased (vampirism).
    134/314
  • Purification Potion5B Equipment — Potion, Alchemy M co Valuable (can be sold for a gold coin).
    T: Reroll a Sanity test.
    T, 6AP, Sacrifice Purification Potion: Drink and succeed in a Very Hard (18) Fellowship test to destroy a D card. Then suffer FX (not on B) that cannot be prevented.
    229/314
  • Purity Potion3G Equipment — Potion, Herbalism U T: Reroll a Fellowship test.
    T, 6AP, Sacrifice Purity Potion: Drink to become resistant to corruption until twilight. Whenever you would suffer D, you can make a Very Hard (18) Fellowship test to prevent it.
    250/314
  • Quattro Stagioni Dessert3 Equipment — Food C While Locked, your party cannot use another Food Equipment. All party members are Skilled (+1 die) for Agility simple tests.
    T: Quattro Stagioni Dessert becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
    135/314
  • Red Ones Go Faster2 Equipment — Potion, Herbalism C T: Shift (maneuver one pace; this replaces the random movement after an attack).
    T, 6AP, Sacrifice Red Ones Go Faster: Drink to gain Advantage (free reroll) for Quickness tests and Mobility +1 (an extra mobility point) until twilight (you travel a little faster as well).
    136/314
  • Red Umbrella1 Equipment C Durability: 3.
    Fashionable (may provide advantage in social situations).
    T: Prevent getting wet from Weather conditions or Curses.
    T: Shift (maneuver one pace; this replaces the random movement after an attack) backwards.
    137/314
  • Revitalizing Potion5 Equipment — Potion, Alchemy R T: Injury Save of 6+ (when you suffer an injury, roll d6 or more to prevent it).
    T, 6AP, Sacrifice Revitalizing Potion: Drink and make a Toughness test to destroy an Injury card (does not work on D cards). Then suffer XE that cannot be prevented.
    138/314
  • Ripened Berries2 Equipment — Food U While Locked, your party cannot use another Food Equipment. Every resting day counts double towards recovery times of Torso Injuries for all party members.
    T: Ripened Berries becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
    139/314
  • Robot Brew3 Equipment — Potion, Alchemy, Mechanical U T: If mechanical, gain a Command Point (until the end of the scene). If not, you are Stunned.
    T, 6AP: If mechanical, restore 1d6 F. If not, suffer 1d6 E.
    T, Sacrifice Robot Brew: Reduce the Complexity of a Terram or Vim spell by B/G.
    Not fit for human consumption. Robot consumption questionable. You should not consume robots. 140/314
  • Rose Water1 Equipment — Potion, Herbalism C Ignore the first card (that is not mana) slotted across your Mana pages for the purposes of being astrally detected.
    T, 6AP, sacrifice Rose Water: Until the end of the scene, Perception tests against you (and your allies) have Disadvantage (forced reroll).
    Rose water is a flavored water made by steeping rose petals in water. 141/314
  • Royal Water4 Equipment — Potion, Alchemy U T, 5AP, Sacrifice Royal Water: Ranged attack (the defender can block or parry, but success forces an extremely hard durability test for the item). If successful, reveal 1d6 Trumps and pick one, the target suffers X Physical Damage (reduced by physical armor). One of the most corrosive substances in existence, royal water is a blue and red liquid that can be stored only in specially treated glass. 5/20 142/314
  • Runed Saddle1UR Equipment R Durability: 6.
    While mounted, you have Absorb 1 (if a source would deal damage, prevent 1 of that damage) for physical damage.
    T: Prevent an attack against you or your Mount from being Armor-Defeating (d1d1).
    256/314
  • Salamander Blood4 Equipment — Poison C Type: Contact
    After a successful attack, victims must make a Very Hard (18) Toughness test or contract an injury. Flip this card.
    At the end of combat, you suffer 1d6 F if applied to skin. If it was applied to a weapon, it need to pass a Very Hard (18) Durability test or be destroyed.
    143/314
  • Sauce Drenched Noodles3 Equipment — Food C While Locked, your party cannot use another Food Equipment. All party members are Skilled (+1 die) for Weapon Skill simple tests.
    T: Sauce Drenched Noodles becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
    144/314
  • Scorpion Venom1 Equipment — Poison C Type: Injected
    Illegal (when you use this card around others, risk dishonored, on B).
    Weapons or ammo coated with Scorpion Venom have: After a successful attack with at least one wound inflicted, victims must make a Hard (16) Toughness test or contract an injury. Flip this card.
    145/314
  • Sculpting Putty2 Equipment — Potion, Alchemy C T: Skilled (+1 die) for any Crafting test.
    T: Crafting test, Sacrifice Sculpting Putty: Shape this soft putty however you like, then snap your fingers. The clay sets hard in its current shape, as tough as strong ceramic (5 durability). It shatters at twilight or if you snap your fingers again.
    146/314
  • Scylla Toxin2D Equipment — Poison, Alien S Type: Injected

    Weapons or ammo coated with Scylla Toxin have: This poison causes 1 Fatigue (E) on each attack in addition to the normal damage of the attack. After a successful attack with at least one wound inflicted, victims must make a Very Hard (18) Toughness test or contract an injury (Scylla Toxin).
    314/314
  • Sea Food Ramen2 Equipment — Food C While Locked, your party cannot use another Food Equipment. All party members have Mastery (automatic critical success) for Swimming tests.
    T: Sea Food Ramen becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
    147/314
  • Sharpsword Oil1 Equipment — Potion, Alchemy C T: Reroll a Durability test for an edged weapon.
    T, 10AP, Sacrifice Sharpsword Oil: Pour this oil over an edged weapon; it gains bonus penetration until twilight (can be used on a bundle of arrows).
    Created with enchanted metal filings. 148/314
  • Sheet Music3 Equipment U Durability: 2.
    Virtuoso (You can slot a Song spell or technique adjacent to this card).
    T: Sacrifice Sheet Music instead of discarding a Trump that you have risked.
    Reality is caught by the heartbeats that live between the notes on the paper. 149/314
  • Shield Paint3 Equipment — Potion, Painting C Ritual (requires that you perform a short ritual at twilight).
    T: Advantage (free reroll) for a block defense. If successful, recover EE.
    T, EE, Sacrifice Shield Paint: Limit Break (set a single combat pool to 7 until the end of your next turn) with Block pool.
    150/314
  • Ship in a Bottle3GU Equipment — Potion, Alchemy R T: Reroll a Sailing or Navigation test.
    T, 10AP: Pour this potion into the ocean. The model ship inside grows into a three masted, unarmed caravel in a few minutes. At any time, you can pay GU to throw the bottle into the ocean and sail the ship back into it (any occupants are trapped in the bottle).
    257/314
  • Ship Wine1 Equipment — Potion, Brewing C T, E: Prevent the Knocked Down condition.
    T, E: Reroll any test on a ship, but it is Tiring (+1 complexity).
    A true pirate isn’t afraid to sail the red sea. 151/314
  • Shroom Spider Spores1 Equipment — Poison, Airborne C AoE:5 (affects everyone within five paces).
    Each target within range must make a Normal (14) Poison Toughness test. If they do not succeed, flip this card.
    Buying or Crafting Shroom Spider Spores is considered Illegal (when you use this card around others, risk dishonored, on B).
    152/314
  • Sifting Pan2 Equipment C Durability: 3.
    Advantage (free reroll) for Search tests in bodies of water.
    T, visit large body of water: Gain a Copper Coin (on B).
    “I’m telling you there is gold in these here parts.” -Retired Prospector 153/314
  • Silver Whistle1 Equipment U Durability: 5.
    EE: You sharply blow the whistle, causing shape changers who hear it mild pain. Some may be able to hide their pain, but you have Advantage (free reroll) to notice any involuntary reactions.
    T: Prevent E caused by a vb spell.
    T: Q a Music card.
    154/314
  • Simulacrum FlaskB Equipment — Potion, Alchemy U T, 10AP, Sacrifice Simulacrum Flask: Drink this to vomit out a tiny fetus, which quickly grows into a clone of yourself (it has a random mutation and no clothing, gear or weapons). Your clone will only live for 1d6 minutes and knows that it will probably die soon (chest pains, a d6 may extend its life). A clone can sometimes be persuaded to perform suicidal tasks. 230/314
  • Sixth Sense Paint3 Equipment — Potion, Painting C Ritual (requires that you perform a short ritual at twilight). Intelligence -1 (cumulative).
    T: Advantage (free reroll) for a dodge defense or ranged attack.
    T, EE, Sacrifice Sixth Sense Paint: Limit Break (set a single combat pool to 7 until the end of your next turn) with Dodge or Ranged pool.
    155/314
  • Skullfire1 Equipment — Candle C Ritual (requires that you perform a short ritual at twilight), Sacrifice Skullfire: As long as this candle burns, you have Advantage (free reroll) for Corpus spells. Distance between you and the candle does not matter. 156/314
  • Slave Wagon3 Equipment — Vehicle S Durability 6.
    Enhances Storage page [+2]. You can add (unwilling) Servants to your Storage page. They might try to violently escape at any time.
    T: After defeating an enemy without killing, you can opt to add it to your Storage page as a Prisoner (up to two).
    303/314
  • Sleeping Poison2 Equipment — Poison, Ingested C Concealable (disadvantage to find this item).
    Buying or Crafting Sleeping Poison is considered Illegal (when you use this card around others, risk dishonored, on B).
    If ingested, the target must make a Very Hard (18) Poison Toughness test. If unsuccessful, flip this card and the target becomes afflicted by the Sleeping Poison.
    157/314
  • Slumber Slaughter Extract2B/R Equipment — Potion, Alchemy C T: Reroll an Alertness test.
    T: You do not need sleep to feel refreshed in the morning. However, each consecutive night Slumber Slaughter Extract is used, you risk becoming Addicted (on B/R).
    T, 1AP, Sacrifice Slumber Slaughter Extract: Prevent Exhausted and recover EEEE.
    270/314
  • Small Pouches0 Equipment C Durability: 4.
    Encumbrance: 0 (reduces quickness by 0).
    Enhances Storage page [+2].
    T: Produce a mundane fo component from the Small Pouches.
    T: Swap any card in your storage page to the first slot in your storage page.
    280/314
  • Smoke Bomb0 Equipment — Potion, Alchemy C Keywords: Explosive
    Quickdraw (drawing this is a free action).
    T, 2AP, Sacrifice Smoke Bomb: You can vanish in a cloud of smoke after throwing this item to the ground. Recover E and make a Stealth test. People cannot see you in the smoke (or when you sneak out) unless they first succeed in an opposed Perception vs. Stealth test.
    202/314
  • Snake Venom0 Equipment — Poison C Type: Injected
    Illegal (when you use this card around others, risk dishonored, on B).
    Weapons or ammo coated with Snake Venom have: After a successful attack with at least one wound inflicted, victims must make a Normal (14) Toughness test or contract an injury. Flip this card.
    213/314
  • Snecko OilD Equipment — Poison R Type: Contact
    Illegal (when you use this card around others, risk dishonored, on B).
    Weapons or ammo coated with Snecko Oil have:
    • Poisonous ([Cups]: target is poisoned). If successful, flip this card.
    Perhaps you’d like to see how snakelike I can be! 158/314
  • Soul of an Empress2R/W Artifact — Mythic Crystal M Durability: 4.
    T, sacrifice Soul of an Empress: The crystal acts as if it were {The Empress}.
    T, sacrifice Soul of an Empress: Add R/WR/WR/W to your Mana Pool.
    271/314
  • Sourleaf2 Equipment — Potion, Herbalism, Stance C Addictive (when you T this card, risk addicted, on B).
    T: Reroll an Intimidate test.
    T, Sacrifice Sourleaf, Stance: Chew and spit to recover F once per combat round (until you drop the stance), as Sourleaf dulls the pain.
    Chewing the leaves of this plant turns one’s mouth and teeth red like blood. 159/314
  • Spell Ward Draught3 Equipment — Potion, Alchemy U T: Reroll a Magic Save or Warding test.
    T, 6AP, Sacrifice Spell Ward Draught: Drink to gain a Magic Save of 1+ (before defense, roll 1 or more, modified by penetration, against a non-directed spell targeting you; if successful, the spell has no effect on you). Lasts until you go to sleep or until used.
    160/314
  • Spider Potion1 Equipment — Potion, Herbalism C T: Reroll an Agility test.
    T, 6AP, Sacrifice Spider Potion: Drink to gain Advantage (free reroll) for Poison tests and Mastery (automatic critical success) for Climbing tests until twilight.
    No, ‘t is not made of spiders, but of the tall reeds spiders like to make their web in. 161/314
  • Spider Venom0 Equipment — Poison C Type: Injected
    Illegal (when you use this card around others, risk dishonored, on B).
    Weapons or ammo coated with Spider Venom have: After a successful attack with at least one wound inflicted, victims must make a Normal (14) Toughness test or contract an injury. Flip this card.
    214/314
  • Spirit Bag3BR Equipment R Durability: 5.
    Encumbrance: 0 (reduces quickness by 0).
    Enhances Storage page [+5].
    The cantankerous spirit bound to this bag will bite thieves (5 dice).
    T: One use of Offensive Advantage (free reroll or replace) in any duel against a spirit.
    258/314
  • Spirit Candle1 Equipment — Candle C Ritual (requires that you perform a short ritual at twilight), Sacrifice Spirit Candle: As long as this candle burns, spirits will not enter the room it is in (they are able to enter the room, they just find it very distasteful). 162/314
  • Spitting Snake Toxin0 Equipment — Poison C Type: Contact
    Illegal (when you use this card around others, risk dishonored, on B).
    Weapons or ammo coated with Spitting Snake Toxin have:
    • Poisonous ([Cups]: target is poisoned). If successful, flip this card.
    215/314
  • Spyglass4 Equipment — Tool U Durability: 4.
    Advantage (free reroll) for Navigation and Sailing tests.
    “I spy with my long brass eye...” 163/314
  • Standard Rations1 Equipment — Food C While Locked, your party cannot use another Food Equipment.
    Abundant (to acquire you may reveal a copper coin instead of spending it).
    T: Standard Rations becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
    164/314
  • Stolen Breath4 Equipment — Potion, Alchemy U T: Recover EE.
    T, 6AP, Sacrifice Stolen Breath: Drink to catch “the air” [1AP, Reaction, Sustained] (like a breath attack, gases or strong winds), then breathe it out whenever you want. You are immune to any negative effects of inhaled things. Alternatively, if you can kiss someone, you can suck out their breath (they take 3d6 E, this is considered a targeted spell effect). Lasts until twilight, or until used.
    165/314
  • Stone Potion3 Equipment — Potion, Alchemy U T: Prevent the Stunned condition.
    T, 6AP, Sacrifice Stone Potion: Drink to set your Physical and Mystic Armor Rating to 3 until twilight.
    166/314
  • Stoneskin Salve3 Equipment — Potion, Alchemy U T: Absorb 1 (if a source would deal damage, prevent 1 of that damage) this round.
    T: Ritual (requires that you perform a short ritual at twilight), Sacrifice Stoneskin Salve: Rub this salve all over your body to gain Immunity to Armor Defeating Hits and Bleeding until twilight.
    167/314
  • Stopwatch1 Equipment U Durability: 4.
    T: Produce a Command Point (until the end of the scene).
    168/314
  • Storm Chaser2 Equipment — Potion, Alchemy C T: Ignore the effects of an environmental card (others around you are still affected).
    T, 6AP, Sacrifice Storm Chaser: Drink this to retrieve the Stormy card (whereever it is) and slot it for free (if you already have it slotted, Q it).
    Best drank after a stiff gale. 169/314
  • Strawberry Potion1 Equipment — Potion, Herbalism C T: Reroll an Intelligence test.
    T, Sacrifice Strawberry Potion: Gain a free Recovery Test with Intelligence ([0AP, 2C] if you fail twice in a row you cannot try again until the scene ends) to end Bleeding.
    170/314
  • Streetspice2 Equipment — Potion, Herbalism, Stance C Addictive (when you T this card, risk addicted, on B).
    T, Stance: Once per combat round reroll any test, but your next two tests are Tiring (+1 complexity).
    T, 6AP, Sacrifice Streetspice: Advantage (free reroll) for all tests this scene.
    171/314
  • Stuffed Wild Boar3 Equipment — Food C While Locked, your party cannot use another Food Equipment. All party members are Skilled (+1 die) for Strength simple tests.
    T: Stuffed Wild Boar becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
    172/314
  • Superior Glue0 Equipment — Potion, Alchemy C T, 5AP, Sacrifice Superior Glue: Ranged attack (the defender can block or parry, but success will make the item immobilized). If successful, the target is Immobilized and has Disadvantage (forced reroll) for Strength tests. 5/20 216/314
  • Supply Crate1 Equipment C Durability: 5.
    Encumbrance: 2 (reduces quickness by 2). This can be divided over two persons (or mounts).
    Enhances Storage page [+6].
    Reduce the Encumbrance across all items stored in your Storage page by 2.
    T: Produce a week’s worth of rations for the entire party.
    173/314
  • Surgeon’s Scalpel2 Equipment U Durability: 3.
    Valuable (can be sold for a silver coin).
    Advantage (free reroll) for Surgery tests.
    A tool for cutting into people in the sometimes vain attempt to make them feel a little bit better. 174/314
  • Swift Potion3 Equipment — Potion, Alchemy U T: Reroll an Agility or Quickness test.
    T: You have Mobility +1 (an extra mobility point) this round and the next.
    T, 6AP, Sacrifice Swift Potion: Drink to gain Advantage (free reroll) for Agility and Quickness tests until twilight.
    A shimmering silver liquid. 175/314
  • Tansy Tea0 Equipment — Potion, Herbalism C T: Abort or prevent a pregnancy.
    T: Repel insects until twilight.
    T, E: Reroll an Agriculture or Disease test. Tansy Tea can cause mild irritation of the skin, but is extremely toxic to internal parasites (you have advantage when dealing with them until twilight).
    251/314
  • Taster DemonD Equipment — Potion, Alchemy C F: The small demon in this vial (a grumpy slug with teeth) is a connoisseur of poisons and knows them all by smell or taste. It will gladly tell you all about them (in a much louder voice than you’d expect) if you “give it a taste”.
    T, Risk D (on B), Sacrifice Taster Demon: Destroy a Poison card.
    176/314
  • Tears of Nimeara5U Equipment — Potion, Alchemy R T, 6AP, Sacrifice Tears of Nimeara: Drink to gain a free Recovery Test with Toughness ([0AP, 2C] if you fail twice in a row you cannot try again until the scene ends) to end all effects of a single disease or poison. You have Advantage (free reroll) for this test. Tears of Nimeara also heals 1d6 E or F caused by disease or poison (even if your test fails). 217/314
  • Thistle Tea5 Equipment — Potion, Herbalism R Each time you fail to craft Thistle Tea, you may make another test to create a Blood Thistle Toxin.
    T, 6AP, Sacrifice Thistle Tea: Drink to recover 1d6 F (injuries are not affected).
    Carefully brewed from the berries of the very poisonous blood thistle. 177/314
  • Thrall's Potion5R Equipment — Potion, Alchemy R Illegal (when you use this card around others, risk dishonored, on B).
    T, 10AP, Sacrifice Thrall’s Potion: Pour this into the ear of any humanoid character to make them docile and willing to act on anyone’s command indefinitely (a willpower test to break the effect is granted whenever the thrall is forced to act against their nature).
    235/314
  • Thunderbolt Potion4 Equipment — Potion, Alchemy, Technique U T: Reroll a Strength test.
    T, Technique: Your melee or unarmed attack has Damage +2 (roll two extra damage dice). If you miss, this carries over to your next attack.
    T, 6AP, Sacrifice Thunderbolt Potion: Drink to gain Advantage (free reroll) for Damage and Strength tests until twilight.
    178/314
  • Tinker’s Tote3 Equipment U Durability: 5.
    Encumbrance: 1 (reduces quickness by 1). If you are an Engineer, ignore this.
    Enhances Storage page [+2].
    Skilled (+1 die) for Repair (mechanical) tests.
    T: Reroll any test by a Mechanical or Clockwork Servant or Companion.
    179/314
  • Training Manual3 Equipment — Tome C You can only use one Training Manual at any one time.
    Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    rh: Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    180/314
  • Transposition Potion1 Equipment — Potion, Alchemy C T: Maneuver clockwise around an adjacent opponent until you are no longer Flanked (you can become so again after this).
    T, 6AP, Sacrifice Transposition Potion: Drink while staring at an object or person to switch places with them (this is considered a targeted spell effect, and the target cannot weigh more than one tonne).
    20/- 181/314
  • Trapping Net2 Equipment — Trap C Concealable (disadvantage to find this item).
    T, 7AP: Set a Trapping Net trap on a specific square. When triggered (someone steps on it), it makes an unarmed attack (5 dice) with S Snaring ([Court, Wands]: target is grappled; use durability for grapple tests) against the target that triggered it. Trapping Net remains tapped until recovered.
    Recover deployed Trapping Net: Q Trapping Net.
    Sacrifice a copper coin: Q Trapping Net.
    293/314
  • Trapping Vines2G Equipment — Trap U Concealable (disadvantage to find this item).
    T, 4AP: Set a Trapping Vines trap on a specific square. When triggered (someone steps on it), it makes an unarmed attack (5 dice) with S Snaring ([Court, Wands]: target is grappled; use durability for grapple tests) against the target that triggered it. Trapping Vines remains tapped until recovered.
    Recover deployed Trapping Vines: Q Trapping Vines.
    Sacrifice a silver coin: Q Trapping Vines.
    294/314
  • Tree Root Crystal1 Equipment C Durability: 3.
    T, sacrifice Tree Root Crystal, 1 AP: You cast Conjure the Sturdy Vine without paying its cost (or even possessing the spell).
    Trees spring forth wherever you place this crystal in the dirt. 182/314
  • Twilight Spores3 Equipment — Poison, Airborne C AoE:5 (affects everyone within five paces).
    Each target within range must make a Hard (16) Poison Toughness test. If they do not succeed, flip this card.
    Buying or Crafting Twilight Spores is considered Illegal (when you use this card around others, risk dishonored, on B).
    183/314
  • Vadwah Crystal1D Equipment — Alien Crystal M Durability: 5.
    T: Reroll an Astronomy, Planar or Teleport test. You feel the fabric of space around crackle a little bit.
    T, sacrifice Vadwah Crystal: Create a Void Rift on a random spot within two paces of your location. Anything in that location needs to make an Extremely Hard (20) Acrobatics Quickness test or become Lost in Time and Space.
    184/314
  • Vanity’s Grasp2WW Equipment — Trap, Mirror R Concealable (disadvantage to find this item).
    Astral (can only be detected with Astral Sight).
    T, 10 minutes: Transform any {mirror} into a Vanity’s Grasp trap. When triggered (someone stares into it), it makes an grapple attack (6 dice) against the target that triggered it. Vanity’s Grasp remains tapped until recovered.
    F: Cut your hand and smear the blood over the back of the mirror. The trap is deactivated, releasing any grappled target. Q Vanity’s Grasp.
    295/314
  • Vegetable Stew2 Equipment — Food C While Locked, your party cannot use another Food Equipment. All party members are Skilled (+1 die) for Perception simple tests.
    T: Vegetable Stew becomes Locked (does not untap as normal), and is destroyed after one week. Your party does not grow hungry during this time.
    185/314
  • Vial of Poison0 Equipment C Durability: 3.
    T: Reroll a Poison test.
    T, Sacrifice Vial of Poison: Reveal an ingested Poison Equipment card you have slotted. A copy of it is in the vial ready for immediate use. The poison is well mixed: it has an additional Concealable (disadvantage to find this item) trait.
    281/314
  • Vitae VialD Equipment — Potion, Alchemy C T, sacrifice Vitae Vial: Gather J or B.
    T, 6AP, Sacrifice Vitae Vial: Make a Hard (16) Toughness test. If successful, for every d6 you roll, recover F. If you fail, you are Nauseated.
    The bottled life essence of a sentient being. 186/314
  • Vitality Potion1 Equipment — Potion, Alchemy C T, 6AP, Sacrifice Vitality Potion: Reverse 1d6 points (reduced by the current decrepitude of the drinker) of magical Decrepitude suffered in the last 24 hours. This potion has no permanent effect on aging. 187/314
  • War Paint3 Equipment — Potion, Painting C Ritual (requires that you perform a short ritual at twilight). Fellowship -1 (cumulative).
    T: Advantage (free reroll) for a melee or unarmed attack. If you are Berserk, gain Offensive Advantage (free reroll or replace) instead.
    T, EE, Sacrifice War Paint: Limit Break (set a single combat pool to 7 until the end of your next turn) with Light or Melee pool.
    188/314
  • Waterskin0 Equipment C Durability: 5.
    Abundant (to acquire you may reveal a copper coin instead of spending it).
    T, [drink]: Recover E.
    A convenient, sturdy and refillable leather bag. It can hold enough water to sustain you for an entire day. You can carry two of these (each additional skin will increase your encumbrance by 1 point). 282/314
  • Whetstone0 Equipment C Durability: 5.
    Your slashing weapons automatically have Sharp (armor penetration +1).
    Flesh never beats steel. 283/314
  • Whisper Powder1 Equipment — Potion, Alchemy C T, 10AP, Sacrifice Whisper Powder: Pour on the ground (you have enough to surround a large room). Noise made inside the circle is never louder than a whisper to those outside the circle.
    T: 5AP, Sacrifice Whisper Powder: unopposed Ranged test. Sound in its aura (5 paces) is muffled. This prevents vb.
    189/314
  • White Honey0 Equipment — Potion, Herbalism C T: Ignore the Addictive trait this round or recover from inebriation or a hangover.
    T, 6AP, Sacrifice White Honey: Drink to gain a free Recovery Test with Fellowship ([0AP, 2C] if you fail twice in a row you cannot try again until the scene ends) against any condition.
    252/314
  • White Raffard's Decoction3 Equipment — Potion, Alchemy U T: Reroll a Magic or Warding test.
    T, 10AP, Sacrifice White Raffard’s Decoction: Pour over an enchanted object or person, White Raffard’s Decoction acts as a Dispel Magic (the spell has disadvantage).
    190/314
  • Whiteleaf Smoke2 Equipment — Potion, Herbalism, Stance C Addictive (when you T this card, risk addicted, on B).
    T, Stance: Once per combat round prevent E (or EE from a magical action).
    T, Sacrifice Whiteleaf Smoke: Reroll a Magic test, twice.
    Burned lotus petals have a powerful effect on magi, but can be addictive. 191/314
  • Whiteleaf Toxin3 Equipment — Poison U Type: Contact
    Illegal (when you use this card around others, risk dishonored, on B).
    Weapons or ammo coated with Whiteleaf Toxin have:
    • Poisonous ([Cups]: target is poisoned). If successful, flip this card.
    192/314
  • Willow Potion2 Equipment — Potion, Herbalism C T: Prevent Knocked Down.
    T, E: Prevent Stunned.
    T, 6AP, Sacrifice Willow Potion: Drink to increase your Size by [+1/2] until the end of the scene (a size advantage may give you a bonus die in some situations).
    193/314
  • Wineskin0 Equipment C Durability: 5.
    T, [drink]: Recover EE, then make a Hard (16) Drinking test or become inebriated enough for some penalties.
    A convenient, sturdy and refillable leather bag. It can hold enough wine to get you very drunk. You can carry two of these (each additional skin will increase your encumbrance by 1 point). 284/314
  • Witcher's Wine2 Equipment — Poison U Type: Contact
    Weapons or ammo coated with Witcher’s Wine have:
    • Poisonous ([Cups]: target is poisoned). If successful, flip this card.
    A shame to waste it on monsters. 194/314
  • Wolf Potion4 Equipment — Potion, Alchemy U T, EEE, FFF: Limit Break (set a single combat pool to 7 until the end of your next turn). If your target is Flanked, you may reduce this cost by EE, EF or FF.
    T, 6AP, Sacrifice Wolf Potion: Your unarmed attacks are Murderous (critical success on 4+) this scene.
    195/314
  • World Atlas3 Equipment U Durability: 2.
    Wanderlust (you can slot a land adjacent to this card).
    Greatly reduce travel time between locations you have already visited.
    196/314