Blade Coating of the Agonizing Siphon 6021

From: Insect 819 of the Chromatic Agony Bite

Ingredients:

  • One full dram of Volatile Quantum-Toxin Extract harvested directly from the bullet ant-derived stinger of the insect.
  • Three measures of purified elemental water.
  • Two silver coins, melted down and magically spun into fine alchemical dust.
  • One strip of cured reptilian scale to act as the binding applicator.

Preparation:

  • Begin by establishing a stabilized magic circuit within a sealed glass crucible to prevent the volatile extract from immediately vaporizing upon exposure to the atmospheric air of the world.
  • Introduce the purified elemental water drop by drop, allowing the quantum-magical toxin to bind to the liquid matrix without triggering a concussive localized reaction that could damage the workspace.
  • Slowly sift the alchemical silver dust into the mixture while chanting a normal spell with a flourish for less than six seconds to securely increase the magical binding effect of the ingredients.
  • Stir the solution with a non-conductive object until the liquid turns a dark, luminous emerald green matching the carapace of the original feral insect.
  • Apply the coating to a bladed weapon using the cured reptilian scale, ensuring the weapon is properly attuned to the avatar beforehand by holding it for the required full minute.
  • The resulting coating bypasses standard biological defenses; because avatars gain absolutely nothing from a short rest, a strike with this coated weapon guarantees the victim will suffer continuous health point degradation and excruciating pain until a proper long rest is achieved.

The Lore of the Agonizing Siphon

  • The historical origins of this specific alchemical weapon coating trace back to the forgotten civilizations that originally engineered the feral insect swarms to guard their hidden megacities.
  • As the ancient societies crumbled and the ruined mechanical power transmission systems were reclaimed by the deep jungles, underworld factions and rogue alchemists discovered methods to harvest the volatile quantum-toxin without triggering the immediate wrath of the gestalt hive-mind.
  • For a tier one avatar, who commands exactly one hundred percent domination over a single possessed soul and possesses a highly limited buffer of health points, the existence of this coating is treated as a grim cautionary tale whispered in the taverns of walled towns.
  • The lore dictates that rule breakers and assassins operating within the unsafe areas specifically favor this concoction because it exploits the strict physical laws of Saṃsāra; it weaponizes the agonizing truth that avatars gain absolutely nothing from a short rest.
  • The knowledge of this coating forces tier one avatars to recognize that a single, glancing strike from a weapon treated with this substance guarantees a slow, excruciating demise as their temporary bonus health points and base health points are aggressively degraded.
  • To the newly possessed, it represents the absolute cruelty of the world’s magical mechanics, demonstrating that survival requires immediate alchemical intervention or the ability to survive long enough to achieve a full long rest and roll their singular tier die.
  • The stabilized magic circuit required to maintain the liquid matrix is notoriously fragile, meaning that the lore is filled with accounts of inexperienced thieves attempting to steal the coating, only to have the crucible shatter, vaporizing the toxin and melting their own physical forms into a cloud of sparks and a soul crystal.

Appearance of the Results

  • When the mixture is successfully applied to a properly attuned held item, such as a basic iron shortsword or a simple hunting dagger used by a tier one avatar, the metal completely loses its natural metallic sheen.
  • The blade becomes sheathed in a viscous, weeping slime that perfectly matches the dark, luminous emerald green carapace of the original feral insect.
  • The fine alchemical silver dust suspended within the liquid matrix catches the ambient light, creating a localized magical luminescence that pulses faintly along the sharp edge of the weapon.
  • To the naked eye, the weapon appears to be constantly dripping the toxic fluid, yet the overall volume of the coating never diminishes because it is locked within the stabilized magic circuit bound to the metal.
  • If a tier one avatar attempts to use the passive activation of the Mind’s Eye to examine a weapon coated in this substance, the basic stats revealed simply scream biological danger and severe magical toxicity, translated immediately into their primary thoughts.
  • Should a tier one avatar attempt the active activation of the Mind’s Eye by concentrating for a few minutes with an identification item, the chaotic, overlapping stats of the quantum-magical toxin will almost certainly cause immediate mental overwhelm and short-term debuffs.

Cost

  • Because the cost for tier one items is normally expressed in silver within the economic mechanics of Saṃsāra, a single application vial of this coating is typically priced at exactly eighty-five silver coins.
  • The market remains strictly a sellers’ market, and the absolute rule of buyer beware applies heavily to this transaction; desperate avatars may pay upwards of one hundred silver coins depending on the availability of the volatile quantum-toxin extract in the local guarded area.
  • Trading ten gold coins for one platinum, or ten silver for one gold, is common, but underworld alchemists prefer the bulk weight of silver to obscure the highly illegal nature of the transaction from the town guards.

Tags

Alchemical, Consumable, Weapon-Coating, Emerald, Luminescent, Toxic, Illicit, Pain-Inducing, Quantum-Magical, Lethal, Corrosive, Viscous, Contraband, Debilitating, Anti-Rest, Assassin-Tool, Unstable, Bio-Magical, Expensive, Cruel, Underworld

How it is Served or Offered

  • The coating is never displayed openly on the wooden tables of the street merchants within the somewhat safe areas; it is kept hidden within the deep pockets or heavy leather satchels of specialized black-market vendors.
  • The liquid is served within a heavy, thick-walled glass crucible that is densely lined with lead to naturally dampen the localized magical luminescence and hide the bubbling magic flow from the passive Mind’s Eye of passing town guards.
  • The top of the crucible is tightly sealed with a thick plug of refined organic beeswax, ensuring that the atmospheric air of the world cannot enter and prematurely vaporize the contents.
  • The strip of cured reptilian scale, required to safely apply the coating to the attuned weapon without the avatar touching the liquid matrix, is securely bound to the neck of the glass crucible with a braided cord of badger hair.
  • When the transaction is completed, the merchant will refuse to hand the crucible directly to the tier one avatar, instead sliding it across the table using a non-conductive wooden rod, fully expecting the buyer to handle the agonizing cargo at their own extreme risk.

Perception of Sight

  • What is perceived: A sudden flaring of luminous emerald glare, the violent bleeding of localized magic flow, and the rapid necrotic darkening of the victim’s physical flesh.
  • Description: When the blade coated in the Agonizing Siphon ritually strikes a target and breaks the skin, the stabilized magic circuit binding the liquid matrix violently unravels. The fine alchemical silver dust suspended in the fluid ignites upon contact with the victim’s blood, producing a blinding, sickly green flash that mimics the carapace of the feral insect from which it was harvested. The tissue immediately surrounding the wound turns a corrupted, bruised black as the quantum-magical toxin rapidly degrades the cellular structure.
  • Positives: The intense burst of emerald light provides absolute visual confirmation of a successful venom delivery, even in the absolute darkness of the deep cave megacities. The glowing residue left on the wound allows the assassin to easily visually track fleeing targets through the thick undergrowth of the unsafe areas.
  • Negatives: The sudden localized magical luminescence completely destroys any stealth advantage the avatar possessed, instantly alerting all surrounding guards or feral monstrosities to their exact location. The brightness of the alchemical flash can severely degrade the wielder’s own night vision, leaving them temporarily blinded to counterattacks from secondary threats in the immediate vicinity.

Perception of Hearing

  • What is perceived: A high-pitched mechanical hissing, phantom insectoid buzzing, and the immediate, uncontrollable screaming of the afflicted target.
  • Description: The chemical and magical reaction of the purified elemental water mixing with the target’s internal biology sounds exactly like high-pressure steam violently escaping a ruptured mechanical power transmission system. Underlying this mechanical hiss is the auditory hallucination of a thousand tiny, rigid wings beating in unison, an acoustic echo of the bullet ant-derived stinger’s origin. The agonizing pain inflicted by the venom forces immediate, involuntary vocalizations of extreme suffering from the victim.
  • Positives: The auditory feedback acts as a precise indicator that the target’s temporary bonus health points and base health points are actively being stripped away by the corrosive magic. The sheer volume and horrific nature of the victim’s screams frequently shatter the morale of their allies, causing terror and disarray among enemy ranks.
  • Negatives: The deafening combination of the alchemical hiss and the victim’s screams makes silent assassination completely impossible within guarded areas or walled towns. The phantom insectoid buzzing can cause temporary auditory disorientation in the wielder, masking the sound of approaching reinforcements or the subtle drawing of a retaliatory weapon.

Perception of Smell

  • What is perceived: Heavy ozonated copper, the scent of burning alchemical slag, and the cloying odor of rapidly decaying organic matter.
  • Description: As the volatile quantum-toxin extract is exposed to the atmospheric air of the world during the strike, it vaporizes into a localized aerosol. This mist carries the metallic tang of the melted silver coins mixed with the sharp, ozone-heavy scent of raw spell energy being forcibly discharged. Within seconds, the scent of the victim’s necrotizing flesh overpowers the area, smelling exactly like meat left to rot in the humid depths of the overgrown jungles.
  • Positives: The overwhelming combination of ozone and decay completely masks the wielder’s natural biological scent. This prevents tracking hounds, beast-lineage avatars, or other monstrosities that rely heavily on olfactory senses from accurately locating the assassin in the immediate aftermath of the strike.
  • Negatives: The extreme stench is highly nauseating and heavily clings to the wielder’s worn items and armor slots. This lingering odor makes it impossible for the avatar to blend into civilized crowds in the metropolises, and the smell can trigger involuntary physical sickness, potentially disrupting the concentration required for normal or ritual spell casting.

Perception of Taste

  • What is perceived: A sharp metallic tang, acidic bile, and an unnatural, phantom botanical sweetness.
  • Description: Because the ritual application and activation of the weapon coating release the quantum-magical toxin into the immediate air, the wielder inadvertently tastes the aerosolized residue on their tongue. The alchemical silver dust creates a distinct sensation of sucking on old coins, followed by the acidic burn of the venom and the deceptive, orchid-like sweetness associated with the original feral insect’s false-petal membranes.
  • Positives: An experienced rule breaker or underworld assassin can use this ambient taste profile to instantly gauge the exact purity and lethal potency of the mixture without needing to use the Mind’s Eye. A stronger metallic tang indicates a highly stable magic circuit that will effectively bypass the target’s armor class.
  • Negatives: If the weapon coating is accidentally consumed directly, or if too much of the aerosolized mist is swallowed during a prolonged melee engagement, the toxin begins degrading the wielder’s own internal organs. Because the strict mechanics of the world dictate that avatars gain absolutely nothing from a short rest, even a minor accidental ingestion results in persistent, debilitating health point loss that requires a long rest or expensive alchemical healing to cure.

Perception of Touch

  • What is perceived: Viscous friction, intense localized thermal heat, and a numbing magical shock.
  • Description: When ritually applying the coating using the cured reptilian scale, the liquid matrix feels unnaturally thick and resistant to movement, clinging to the bladed weapon with immense magical surface tension. Upon striking the target, the sudden release of the magic circuit sends a violent jolt of kinetic and thermal energy straight up the weapon’s hilt into the wielder’s hands, feeling akin to touching the superheated elemental fire used in steam foundries.
  • Positives: The dense viscosity of the liquid matrix ensures that the coating does not drip off the blade during high-speed combat maneuvers or silent flight. The sudden burst of thermal energy upon impact assists in physically driving the blade deeper through thick leather armor or overlapping scales.
  • Negatives: The magical shockwave traveling up the hilt causes severe tactile numbness in the avatar’s fingers and hands. This temporary loss of sensation makes it incredibly difficult to perform delicate manual tasks, such as picking locks, treating wounds, or utilizing hand gestures as a magical conduit immediately following the strike.

Extra-Sensory Perception: Magic Flow Disruption

  • What is perceived: The violent, chaotic unraveling of localized magic currents and the bubbling destruction of the target’s magical aura.
  • Description: Avatars sensitive to the metaphysical infrastructure of the world feel a sudden, aggressive tearing sensation in the immediate environment. The stabilized magic circuit of the coating violently clashes with the natural magic flow of the victim, creating a metaphysical whirlpool of emerald energy. The steady ebbing and flowing of ambient magic in the area is temporarily replaced by a turbulent, jagged static that aggressively attacks any active spell energy.
  • Positives: The wielder can instantly sense if the target possessed any hidden magical immunities or protective items, as the quantum-magical toxin aggressively strips these defenses away. This provides immediate tactical feedback regarding the target’s remaining defensive capabilities.
  • Negatives: The extreme magical static generated by the reaction temporarily blinds the wielder’s own extra-sensory perceptions. If the avatar attempts to use the active activation of the Mind’s Eye to identify the stats of secondary targets in the room, the resulting interference guarantees immediate mental overwhelm and a complete failure to read the desired information.

Extra-Sensory Perception: Gestalt Agony Resonance

  • What is perceived: The phantom psychic imprint of the harvested insect swarm’s hyper-aggressive territorial rage and their dying agony.
  • Description: Because the toxin is harvested from a creature that naturally generates a quantum magic group mind, the fluid retains a microscopic degree of telepathic entanglement. Upon entering the victim’s bloodstream, this entanglement broadcasts a localized wave of pure, feral malice and suffering directly into the minds of any sentient beings or avatars within close proximity.
  • Positives: This extra-sensory broadcast instills supernatural, paralyzing terror in the victim and any telepathically linked allies. It shatters the tactical coordination of enemy groups by flooding their mental conduits with the overwhelming instinctual desire to flee the immediate area.
  • Negatives: If the wielder is an avatar of tier two or above who is currently sharing thoughts and senses with their other physical forms across the same plane of existence, the psychic backlash travels through their own memory link. This floods their other avatars with phantom pain and feral rage, severely disorienting all of their physical bodies simultaneously and disrupting their overall combat effectiveness.

The alchemical properties of the Blade-Coating of the Agonizing Siphon 6021 are not restricted solely to the immediate physical application upon a bladed weapon. The volatile quantum-toxin extract and its stabilized magic circuit can be deliberately absorbed and stored within any open capacity of a properly attuned worn item. Because an avatar must spend at least one full minute to attune an item, and weapons or tools are automatically attuned when held, the avatar can choose to store these specific magical derivatives within non-weapon attuned gear, such as an amulet, a specialized belt pouch, or an armored gauntlet.

The avatar must maintain their total openly worn attuned items at ten or fewer to avoid the continuous pain of compulsory tier advancement enforced by the gods. Once safely housed within the localized magic circuits of the attuned item, the avatar can unleash the following temporary properties at a later time by expending a specific action.

The Quantum-Toxin Venom Lash (Temporary Attack)

  • When the avatar expends an action to activate this stored property, the liquid matrix of the coating is violently expelled from the attuned item using the power of thought as the conduit.
  • The alchemical silver dust and the volatile extract form a physical, glowing emerald whip of liquid magic that lashes outward to strike a target at a distance, mimicking the aggressive strike of the bullet ant-derived stinger.
  • This attack completely bypasses standard biological defenses and mundane armor, injecting the agonizing venom directly through the pores of the victim’s physical meat-vessel.
  • The immediate kinetic impact of the liquid lash dissipates instantly after the single action is completed, taking less than six seconds to execute.
  • The secondary effects of the attack are highly persistent; because the strict mechanics of the world dictate that avatars gain absolutely nothing from a short rest, the continuous health point degradation and excruciating pain inflicted by the venom last indefinitely until the victim can safely achieve a full long rest and roll their singular tier die, or until they receive highly specialized alchemical healing.

Emerald Carapace Deflection (Temporary Buff)

  • By triggering the attuned item as an action, the avatar forces the stabilized magic circuit to expand outward, enveloping their physical form in a rigid, translucent barrier of localized magical luminescence.
  • This barrier perfectly mimics the hardened, metallic emerald carapace of the jewel wasp lineage, projecting a false biological signature that can momentarily confuse the passive activation of an enemy’s Mind’s Eye.
  • This buff temporarily increases the avatar’s base armor class, providing critical kinetic resistance that is especially valuable when navigating unsafe areas where the armor class is mathematically cut in exact half by the environment.
  • The barrier also possesses the natural sonic resilience of the feral insect, dampening concussive sound waves and preventing auditory disorientation from industrial machinery or enemy spell chanting.
  • This defensive buff is sustained by the trapped elemental water and silver dust within the attuned item, lasting for a strict duration of exactly ten minutes before the quantum-magical energy burns out and the barrier shatters into inert alchemical slag.

Phantom Swarm Step (Temporary Ability)

  • The avatar can utilize an action to activate the quantum-entangled nature of the feral insect’s hive-mind stored within the toxic extract, temporarily altering their own physical physics.
  • Upon activation, the avatar’s physical body momentarily dissolves into a localized cloud of glowing green sparks, visually identical to a swarm of the tiny monstrosities.
  • This ability allows the avatar to immediately escape a raptorial grapple, bypass heavy physical restraints, or move unimpeded through dense, overgrown jungle environments without triggering the territorial defenses of other localized fauna.
  • The avatar rapidly reassembles their physical form at a secondary location within their immediate line of sight, maintaining their grip on all attuned and non-attuned worn items throughout the transition.
  • The duration of the physical dissolution and the subsequent reformation occurs instantaneously within the span of a single action, though the phantom insectoid buzzing left behind in the atmospheric air causes auditory disorientation for nearby enemies that lasts for up to one full minute.

Siphon’s Agonizing Spell-Boost (Temporary Enhancement)

  • An avatar capable of manipulating raw magic flow can use an action to channel their spell energy directly through the attuned item holding the stored coating, utilizing the volatile quantum-toxin as an aggressive magical amplifier.
  • When the avatar subsequently casts a spell, whether it is a normal spell chanted with a flourish for less than six seconds, or a ritual spell recited for greater than six seconds, the offensive damage output is heavily magnified by the corrosive nature of the extract.
  • If the avatar successfully invokes the target’s true name during this enhanced chanting process, the resulting damage is mathematically doubled on top of the alchemical enhancement, ensuring massive health point depletion.
  • Any damage dealt by this enhanced spell strictly subtracts from the enemy character’s temporary bonus health points first, before violently tearing into the base health points of the avatar.
  • This latent enhancement remains stored securely within the attuned item indefinitely, without degrading, until it is actively triggered by the avatar. Once the action is taken to merge the extract with the spell energy, the enhancement violently expends itself entirely upon that single spell cast, leaving the attuned item empty of the coating’s effects.

Weeping Green Stone-Juice and Three-Soul Walkers

It is recorded in the scratch-marks of the first-time, translated from the grunts of the ancient mouth-holes into the script of the old ones, that the possessors of the memories did travel across the seventy-three island countries. They were the avatars, whose minds are the body-snatchers of the multiverses, holding the thoughts of the before-lives within the meat of the host. They walked upon the acres of the world, where the magic bubbles and flows like the wet-weather from the high sky.

The walkers were of the first tier, commanding the one hundred percent of the single soul. They were three in number. They carried the items of the magic, using the objects of the world as the physical conduits, for they knew the thought-power requires a focus to move. One walker, who was called the Reckless-One, carried the items that are worn to the number of twelve. He ignored the law of the gods that limits the mortal power. The gods saw the twelve attuned items and sent the punishment of the irregular intervals. The dice of the four were rolled in the heavens; the high number was the minutes of the interval, and the small number was the blood-points lost. The Reckless-One wept as his buffer against the damage was eaten by the pain of the gods, until he threw the extra items into the tall grass.

They came to the market of the walled town, which is a somewhat safe area where the class of the armor is exactly doubled by the mechanics of the world. They sought the merchant of the dark corners to buy the Blade-Coating of the Agonizing Siphon 6021. Because the world is a market of the seller, the merchant demanded the silver coins. The cost of the items varies in the different parts of the world, and there is no set price per tier. The walkers paid the silver, for the items of the tier one are normally expressed in the silver. They took the heavy glass crucible, sealed with the wax of the bee, and the strip of the cured reptile skin for the applying.

They walked out of the walls and into the jungle of the forgotten gear-turners. The safety of the zone changed to the unsafe area. In the unsafe area, the armor of the class for all the walkers is cut in the exact half. They became heavy with the walking and the moving of the limbs. They sat upon the roots of the vine-trees to do a resting of the short time. The ancient translated skins are very loud and repeat many times: the avatars gain the absolute nothing from a short rest. The blood-points did not return. The health was low, and the buffer was empty.

The Reckless-One took his blade. He held it for the full minute to ensure the attunement was the auto-magic. He opened the green stone-juice. He used the reptile-scale to wipe the dark, luminous emerald slime upon the metal. The blade became a visual affront, weeping the liquid that catching the light of the magic. He did not know that the gestalt hive-mind of the Chromatic Agony-Bite was watching from the shadows of the alchemical slag.

From the trees dropped the feral insect, the Flower-Face-Snake-Biter. It was a single insect, but its presence was an affront. The Reckless-One struck with the coated blade. The stabilized magic circuit of the siphon unraveled with a high-pitched mechanical hissing. The alchemical silver dust ignited, and the emerald glare blinded the eyes of the walkers. The toxin entered the meat of the insect, bypassing the biological defenses. Because the feral things of the world also follow the laws, and the rest of the short time gives nothing, the insect began to melt in the agonizing pain that does not stop.

But the death-screech of the insect called the swarm. A thousand emerald carapaces flew through the air. The second walker, a rule breaker who used his own vocal cords as the conduit, chanted the spell of the silent type. Because it was the immediate action with no words, the damage was reduced by the twenty-five percent. The magic was too weak. The third walker chanted the normal spell with the flourish, taking the six seconds. He used the true name of the swarm and added the silver fire spell power from his mana boost. The straight damage burned the wings of the hundred insects, but the swarm was the gestalt, and the coordination was the perfect coordination.

The insects descended. They used the raptorial forelegs to grip the meat of the Reckless-One. They drove the stingers deep. The Reckless-One had no mana boost remaining to use as the reaction to stop the dying. His health points reached the zero. The avatar perished dramatically. The physical body vaporized into the cloud of the sparks. The crystal of the soul fell into the mud, and the emerald-coated blade fell beside it.

The surviving walkers saw the armor of the class was cut in half, and their health was the low health. They ran with the speed of the wind, leaving the items of the first tier in the dirt. The ancient scratching says they did not look back, for the green stone-juice brings the victory of the strike but the price of the soul is the high price in the market of the world.

Moral: The blade that drinks the life of the foe will eventually drink the life of the wielder who rests when the sun is high and the health is low.

Suggested conversions to other systems:

Call of Cthulhu

The Venom of Ancient Agony

  • Item Type: Alchemical Weapon Coating
  • Preparation: Requires a Successful Science (Chemistry) or Occult roll. Failure during preparation results in the volatile extract vaporizing, requiring all present to make a Hard CON roll or suffer 1D10 damage and 1/1D4 Sanity loss from the horrific emerald fumes.
  • Application: Applied to any bladed weapon. The coating remains potent for 48 hours or until a successful strike is made.
  • Game Mechanics:
  • On a successful Fighting (Brawl) or Fighting (Bladed) hit, the target is injected with the quantum-toxin.
  • The victim must immediately make an Extreme CON roll.
  • Failure: The victim suffers 1D8 damage immediately and 1D4 damage every 6 hours thereafter. This damage cannot be healed by rest or standard First Aid; only successful Medicine rolls or specialized alchemical antidotes can halt the progression. The victim suffers a penalty die on all physical characteristic rolls due to the agonizing pain.
  • Success: The victim suffers 1D4 damage and a penalty die on physical rolls for 1 hour.
  • Sanity Loss: 0/1 to be struck by a weapon manifesting the weeping emerald glare of the Siphon.

Blades in the Dark

The Siphon-Glass Crucible

  • Item Type: Alchemical (Rare, Tier II)
  • Load: 1 (Small crucible and applicator scale).
  • Mechanics:
  • When you use this alchemical to coat a blade, it gains the Potent and Toxic tags for the next score.
  • On a successful Skirmish or Murder action using the coated blade, the target suffers the “Necrotic Agony” consequence (Level 3 Harm).
  • Special Rule: This harm is supernatural in origin. It cannot be recovered during a Downtime activity unless a specialized “Alchemical Purge” is performed as a long-term project. The victim is effectively “Broken” by the pain and cannot take any strenuous actions until the toxin is removed.
  • Drawback: The emerald glare of the blade is highly visible. Any attempt to use the blade for a Prowl action suffers a -1d penalty due to the luminous magical signature.

Dungeons & Dragons

Blade-Coating of the Agonizing Siphon 6021

  • Item Type: Adventuring Gear (Consumable), Rare.
  • Application: As an action, you can apply this coating to one melee weapon or three pieces of ammunition. The coating lasts for 1 hour or until you hit a creature with the weapon.
  • Game Mechanics:
  • When a creature is hit by a weapon treated with this coating, it must make a DC 15 Constitution saving throw.
  • On a failed save, the creature takes 14 (4d6) poison damage and is Poisoned. While poisoned in this way, the creature takes 7 (2d6) necrotic damage at the start of each of its turns.
  • Persistent Agony: A creature poisoned by this coating cannot regain hit points until the poison is cured by a Lesser Restoration spell or similar magic. The creature can repeat the saving throw at the end of each long rest, ending the effect on a success. Short rests provide no relief or hit point recovery from this damage.
  • Luminous: The weapon sheds dim green light in a 10-foot radius while the coating is active.

Knave

Siphon Slime

  • Item Type: Alchemical Consumable (1 slot).
  • Usage: Apply to a blade. The next successful hit triggers the effect.
  • Game Mechanics:
  • The target must make a Constitution save.
  • Failure: The target loses 1d6 Hit Points immediately. Furthermore, their maximum Hit Points are reduced by 1d6 every 6 hours as the tissue breaks down.
  • This reduction is permanent until a specialized alchemical cure is administered or a full week of bed rest is completed. Standard healing and rations provide no recovery of Hit Points while the Siphon Slime is active in the blood.
  • The weapon glows with a sickly light, making Stealth saves for the wielder disadvantaged if the blade is drawn.

Fate

The Agonizing Siphon Coating

  • Item Type: Alchemical Extra
  • Aspect: Viscous Emerald Agony. This aspect is attached to the weapon once coated. It can be invoked to inflict additional physical stress or to hinder a target’s movement due to localized pain. It may be compelled by the GM to reveal the wielder’s position in darkness due to the Luminous Magical Signature.
  • Mechanics:
    • The Siphon’s Bite: When the coated weapon successfully inflicts a physical consequence on a target, the wielder may spend a Fate Point to attach the Ongoing Necrotic Degradation situation aspect to the victim.
    • Persistent Harm: As long as Ongoing Necrotic Degradation is active, the victim cannot clear their mild consequences through standard recovery actions or time. The aspect remains until the victim receives a “Great (+4)” difficulty alchemical treatment or completes a long rest (in-world).
    • Stunt – Chemical Shock: Once per scene, the wielder can trade their weapon’s damage bonus to force the target to take a “Nauseated” or “Disoriented” mild consequence instead of stress, provided the attack landed.

Numenera & Cypher System

Samsaran Siphon Crucible

  • Level: 4
  • Form: A thick, lead-lined glass jar containing a swirling green fluid.
  • Effect: When applied to a bladed weapon (a depletion roll of 1 on a 1d6 after each successful strike), the weapon deals +2 points of damage.
  • Specific Mechanics:
    • Necrotic Breakdown: A creature struck by the coated blade must make a Might defense roll (Difficulty 4). On a failure, the creature takes 2 additional points of ambient damage at the end of each hour. This damage bypasses Armor and cannot be restored by a recovery roll until the toxin is neutralized.
    • Luminous Discharge: The weapon emits light as a torch while coated. All Stealth tasks attempted with the blade drawn are hindered by two steps.
    • Stored Potential: If stored within a level 4 or higher attuned cypher-harness, the avatar may use an action to “expel” the coating as a Liquid Magic Lash, attacking a target within short range for 5 points of damage and applying the necrotic effect.

Pathfinder

Blade-Coating of the Agonizing Siphon

  • Item Level: 4; Price: 85 Silver Pieces
  • Usage: Held in 1 hand; Bulk: L
  • Activation: [one-action] (manipulate)
  • Description: This viscous, emerald-green oil pulses with a faint light. You can apply this oil to one melee weapon or two pieces of ammunition using a strip of reptilian scale.
  • Specific Mechanics:
    • Agonizing Strike: The first time you hit a creature with the coated weapon, the target must attempt a DC 19 Fortitude save.
      • Critical Success: The target is unaffected.
      • Success: The target takes 1d6 persistent poison damage.
      • Failure: The target takes 2d6 persistent poison damage and is Sickened 1. The persistent damage from this toxin does not end automatically; the target must receive a successful DC 19 Medicine check (Administer First Aid) or magical healing to end the effect.
      • Critical Failure: As failure, but the target is Sickened 2 and Slowed 1 from the excruciating pain.
    • Luminous: The weapon sheds dim light in a 5-foot radius.

Savage Worlds

Agonizing Siphon Oil

  • Type: Alchemical Gear
  • Rank: Seasoned
  • Power: As an action, the oil can be applied to a bladed weapon. It lasts for one successful Fighting roll or until 10 minutes pass.
  • Specific Mechanics:
    • The Siphon’s Sting: A target wounded by a weapon treated with this oil must make a Vigor roll at -2.
    • Failure: The target receives a Lingering Wound. This wound cannot be healed by the “Healing” skill or the relief power during the first 24 hours. The victim is Distracted until the wound is healed.
    • Raise: The target also suffers an immediate level of Fatigue that can only be recovered after a full night’s sleep (Long Rest).
    • Luminous Trait: The wielder suffers a -2 penalty to Stealth checks while the blade is unsheathed.
    • Stored Property: If the avatar is wearing an attuned item designed for alchemical storage, they may spend an action to fire a Bolt of Emerald Agony (Range 5/10/20, Damage 2d6, ignores Armor).

Shadowrun

Siphon-Goo (Alchemical Compound)

  • Category: Preparation (Alchemical Weapon Coating)
  • Potency: 5
  • Trigger: Contact (Active when applied to a blade; triggers on a successful Melee Attack)
  • Effect: The Siphon-Goo manifests as a viscous, glowing emerald sludge. When applied to a bladed weapon, it adds +2 to the weapon’s Reach due to the magical surface tension.
  • Game Mechanics:
  • On a successful hit with a coated blade, the target must resist a Toxin with a Power of 8 (Speed: Immediate, Vector: Injection).
  • Resistance Test: Body + Willpower.
  • Failure: The target suffers Physical damage equal to the unresisted Power. Furthermore, the target receives the Disoriented status (-2 to all actions).
  • Magical Fatigue: Because the world of Saṃsāra grants no benefit from short rests, the target cannot recover any Physical or Stun boxes from this attack through the use of Medkits or standard rest. Boxes can only be recovered through a successful Magic (Healing) spell or a Long Rest (8+ hours).
  • Wireless Functionality: If the avatar uses a smartlink-enabled weapon, the emerald glare of the coating imposes a -2 penalty to the wielder’s Stealth tests.

Starfinder

Samsaran Agony-Siphon Oil

  • Item Level: 4; Price: 850 Credits
  • Hands: 1; Bulk: L
  • Description: This alchemical oil is stored in a lead-lined glass crucible. It can be applied to any melee weapon that deals piercing or slashing damage.
  • Game Mechanics:
  • Application: Applying the oil is a standard action. The coating lasts for 1 hour or until the weapon hits a creature.
  • On a successful hit, the target must succeed at a DC 15 Fortitude save or be afflicted with Siphon Agony.
  • Siphon Agony (Poison): Type: Poison (injury); Save: Fortitude DC 15. Track: Constitution; Frequency: 1/round for 6 rounds. Effect: The victim takes 1d6 Acid damage and 1d6 Poison damage per round.
  • Persistent Effect: A creature suffering from Siphon Agony cannot regain Stamina Points (SP) via a 10-minute rest. Only a long rest or the use of a Serum of Healing (Tier 2 or higher) can stop the damage track.
  • Glow: The weapon sheds dim light in a 10-foot radius.

Traveller

Alchemical Siphon Varnish

  • TL: 12 (Alchemical Equivalent)
  • Weight: 0.5 kg
  • Cost: Cr1,000
  • Description: A thick, emerald-hued liquid that clings to blades. It is applied using a specialized reptilian scale applicator.
  • Game Mechanics:
  • A blade treated with Siphon Varnish gains the AP 4 trait and deals an additional +2 damage on the first successful hit.
  • Necrotic Effect: A target struck by the blade must pass an Average (8+) END check.
  • Failure: The target suffers 1D6 damage to their END characteristic every 4 hours. This damage cannot be repaired by a Medical check or the use of Slow Drug.
  • Recovery: The victim must undergo a full 24-hour medical stabilization in a high-tech facility (or a Samsaran Long Rest) to halt the characteristic loss.
  • Stealth Penalty: The varnish is luminous. Any character attempting to hide with a drawn weapon treated with this varnish suffers a -2 DM to their Stealth check.

Warhammer Fantasy Roleplay

The Weeping Emerald Coating

  • Type: Draught / Weapon Oil
  • Availability: Scarce
  • Price: 4 Gold Crowns (Market of the Seller rules apply)
  • Description: A glowing, viscous slime that drips from the blade like melting wax. It smells of ozone and rotting jungle vegetation.
  • Game Mechanics:
  • Application: It takes 1 Round to apply the coating. It remains active for the next successful Melee (Brawling or Polearm) Test.
  • Siphon Agony: When a target takes at least 1 Wound from a weapon treated with this coating, they must pass a Challenging (+0) Endurance Test or gain 2 Poisoned Conditions.
  • Special Rule: These Poisoned Conditions cannot be removed by the “Breath” action or a Short Rest. The victim suffers from the Distracted and Helpless conditions as the quantum-toxin melts their muscle tissue.
  • Magical Signature: The weapon gains the Luminous Trait (3 yards). Any Stealth Tests made while the weapon is unsheathed are Very Hard (-30).
  • Stored Action: If the avatar wears an attuned item (such as a magic ring), they can spend an Action to release the coating as a magical projectile. Treat this as a Ranged (Blackpowder) attack with a Range of 5 yards and the Venomous (Special) quality.