Sword Staff

Chapter 12: Crystal Shards, Magcells, and Consumables

The five Core Consumables, how Crystal Shards trade between HP and Motivation, how Magcells power Coiltech, how to harvest shards from mutated creatures, and how to track ammunition by bundle.

Core Consumables

ConsumableSlot RuleEffect
Ration1 itemTravel: feeds one traveler or Paca for one Travel Day. If consumed during travel, it also enables HP recovery at that night's Camp.
Alcohol1 itemCamp: restores Motivation to the normal baseline of 50. No drawback.
Crystal Shard3 per item slotConsume Action. Roll 2d10, add one die to HP or Motivation, subtract the other from the opposite stat. Can raise Motivation above 50, never above 99.
Arrows/Bolts10 per item slotUsed by non-Coiltech ranged weapons. Track by bundle.
Magcells3 per item slotPower Coiltech effects.

Other drugs, smoke, and recreational substances can exist in the fiction, but they are not core consumables unless the Foreman deliberately adds them.

Crystal Shards

Crystal Shards are small fragments of crystallized magik energy. They form inside creatures saturated by reactor leakage. Contractors use them as emergency recovery, trading between HP and Motivation.

Using a Crystal Shard

Take a Consume Action. For each shard consumed:

  1. Roll 2d10.
  2. Choose one die to add to either Current HP or Motivation.
  3. Subtract the other die from the opposite stat.

There is no Skill Check.

HP cannot exceed Maximum HP. Motivation normally recovers to 50, but Crystal Shards can raise Motivation above 50. Motivation above 50 is exceptional overdrive and can never exceed the absolute cap of 99.

Worked Example: Crystal Shard

Rivet is at 5/14 HP and 30 Motivation. They Consume one Crystal Shard and roll 8 and 3. Rivet chooses to add 8 to HP and subtract 3 from Motivation. They rise to 13/14 HP and drop to 27 Motivation.

HP cannot exceed Maximum HP. Motivation cannot exceed 99. Losses cannot reduce HP or Motivation below 0. If shard loss drops HP to 0, roll on the Wound Table.

Multiple Shards

A Contractor may consume multiple shards in one Consume Action. Roll each shard separately and apply each gain/loss.

Shards and Wounds

Crystal Shards do not remove Wounds in combat. Wounds can be removed by Mend + Vitality, Camp Treat Wound, or Town Leave.

Harvesting Shards

Mutated creatures may contain Crystal Shards. Harvesting usually requires a blade and a Constitution or Spirit Skill Check. Failed harvesting can ruin the shards.

  • Fodder: 0-1 shards.
  • Standard: 1-2 shards.
  • Veteran: 2-4 shards.
  • Elite: 4-6 shards.
  • Boss: 6-12 shards.

Non-mutated creatures do not normally drop shards.

Creature Shard Examples

CreatureTierConDamageAPStatNotes
Reactor RatFodder41028Comes in packs, but only drop 0-1 shards total.
Bone-Plated HoundStandard83140Attacks isolated or wounded Contractors.
Coiler PatrolmanVeteran124255Uses Coiltech weapon if the scene demands it. Usually carries restricted gear.
Elder Glass-StagElite206370Natural-magik creature. Beautiful, dangerous, and valuable alive.
Crowned Coiler PrototypeBoss358580Runs with full tactics and may use Magcells.

Magcells

Magcells power Coiltech. They are tracked individually because each powered use is expensive.

Coiltech ItemMagcell Use
WeaponSpend 1 Magcell before attack. On hit, ignore AP.
ArmorSpend 1 Magcell when your armor would break or when an attack would deal HP damage while the armor is intact. Prevent the HP damage from that hit and ignore one armor break from that hit.
ShieldSpend 1 Magcell when you respond to an attack against yourself or an ally within reach. You may Block that attack even if you are not the target. On success, the attack is stopped. On failure, the shield takes the damage before the target does.
ProstheticSpend 1 Magcell to ignore Motivation cost of one action using it.
AccessorySpend 1 Magcell to ignore one tied modifier cost.

Ammunition

Arrows and bolts are tracked by bundle, not individual shot. After a combat scene where a bow or crossbow was used heavily, the Foreman may mark one bundle depleted.

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