Side Bag
The side bag can normally hold 5 tokens. Large tokens take 2 spaces.
Gold and Dark Stone are not considered side bag tokens, though may be placed on the side bag for convenience.
- During a fight, tokens may only be used on adjacent heroes.
- Outside a fight, tokens may only be used on any hero.
Side Bag Tokens
- Asculap Strip: Heal Peril die Wounds.
- Amulet of Light: Cancel Darkness card and all Darkness cards in play. Large.
- Anti-Rad: Heal D6 Corruption points.
- Bandages: Heal D6 Wounds
- Bomb: (see Dynamite / Bomb below)
- Booze: Reroll on any Surgery chart to remove injury, mutation, or parasite
- Bromeliad Leaves: Ignore the effects of Scavenge card
- Cerithian Mucus: Heal 2D6 wounds, -2 Initaitve until Catch your Breath
- Coagulant Dose: Remove D3 Bleeding markers
- Dark Stone Shiv: (see below) [Official Rule Change]
- Dynamite: (see below)
- Elixir of Fortitude: Remove one Madness or +1 Sanity. Large.
- Elixir of Purity: Remove one Madness/Curse or +1 Corruption Resistance. Large.
- Elixir of Vitality: Remove one Injury or +1 Health. Large.
- Exotic Herbs: Removes D3 Corruption
- Fine Cigar: Armor 3+ until end of turn
- Fire Sake: D3 Fury Tokens (Samurai Only)
- Flash: All enemies -2 Initiative until end of next turn
- Hatchet: Free ranged attack: Range Strength+3, Shots 1, +2 Damage, Uses Melee to hit
- Hellfire Sake: Gain 1D6 Fury Tokens (Samurai Only)
- Herbs: Heal 2D6 Wounds
- Lantern Oil: Re-roll one die in a failed Hold Back the Darkness roll
- Magik Tonic: Discard to Recover a Grit and, until the end of the turn, you may Re-roll dice with Grit even if they have already been Re-rolled. Limit 1 per turn.
- Potion: +2 to one Skill (max 6) until end of turn
- Sake: Heal D6 Sanity Damage
-
Shatter Grenade:
- Throw and bounce like Dynamite / Bomb.
- Causes D3 Wounds, ignoring Defense, and Stunned token to square and all adjacent squares.
- Spice: Adds D3 Damage to a single Hit. Inflicts 1 Wound, ignoring defense, on user.
- Strong Sake: Heal 2D6 Sanity Damage
- Swamp Fungus: Heal D6 Wounds and D6 Sanity.
- Tea: Heal 1d6 Health/Sanity or Recover 1 Ability token. Limit 1/turn.
- Tequila: Heals 2D6 Sanity
- Tonic: Recover 1 Grit
- Void Sake: Take 1 Corruption Hit to remove D3 Status Effect markers.
- Whiskey: Heal D6 Sanity Damage
- Wine: Heal Peril die Sanity.
Dark Stone Shiv [Official Rule Change]
- Counts as 1 Dark Stone carried
- Saloon Girl Only.
Dynamite / Bomb
- This counts as your ranged attack. Range: Strength +3
-
Roll to-hit. If failed, bounce D3 times.
- Roll D8 once per bounce.
- Ignore bounces that hit a wall.
- Damage is D6 wounds, ignoring Defense, to square and all adjacent squares.
- Corpse tokens in range are automatically destroyed. (Affects Corpse Piles normally.)
Tip
Optional Rule Dangerous Dynamite: If you take 10+ wounds from a single source, roll D6 per Dynamite token. On a 1-2, roll damage as per normal.
Roku Demon Bag
Starts each adventure with D6 Arcane Powder tokens.
- Arcane Powder: +1 to casting roll per token. May be used after rolling.