Lore: In the sun-bleached agricultural districts of Saṃsāra, where the “Down-Looker” first taught the meat-vessels to till the volcanic soil, there is a tradition of not letting even the most blighted harvests go to waste. Rot-Grain Nectar #812 was born from “Rule Breaker” farmers who discovered that grains touched by the purple-mist of a passing magic storm didn’t just decay—they fermented into something that could bridge the gap between the physical avatar and the soul crystal. It is a drink for the common laborer and the low-tier adventurer, serving as both a social lubricant in the guarded central cities and a desperate courage-booster in the dark cave systems.
Description: The brew is served in a heavy, chipped ceramic flagon that feels slightly cooler than the ambient air. It has a thick, almost syrupy consistency that leaves “legs” on the side of the glass like a heavy wine. Small, suspended particles of unrefined husk occasionally float to the surface, sparking with a tiny, harmless static pop. When poured, it lets out a low, pleasant fizzing sound that mimics the distant hum of a magic power storage cell. The aroma is a pungent mix of fermented honey, damp earth, and a sharp, stinging note of raw aether.
Stats
- Tier: 1
- Rarity: Common
- Type: Consumable / Potable
- Standard Duration: 1 Hour (Standard “Tipsy” window)
- Price: 3 Silver (Standard Tavern Rate) / 1 Silver (Farm-gate price)
Color: A murky, semi-translucent amber-bronze that glows with a dim, swirling violet bioluminescence when shaken.
Tags: Alcoholic, Fermented, Earth-Aspected, Tier 1, Common, Social, Aether-Infused, Volcanic, Rural, Low-Cost, Sedative, Blighted, Murky, Syrupy, Effervescent, Bronze, Bioluminescent, Grounding, Courageous, Numbing, Husk-flecked, Rural-grade
Passive Magic
- Drunken Fortitude: The avatar’s sense of pain is dampened by the numbing effect of the rot-grain. The user gains a +1 bonus to physical Damage Resistance (DR) but suffers a -1 penalty to all Dexterity-based skill checks and Initiative rolls.
- Soul-Warmth: The internal heat generated by the brew acts as a minor thermal buffer. The user is treated as having “Internal Hearth” protection against non-magical cold for the duration.
Active Magic
- Liquid Courage: As an action, the user can let out a boisterous, drunken roar. All allies within 10 feet gain a level of advantage on their next saving throw against being “Scared” or “Intimidated.”
- Slurred Truth-Sense: By spending a Mana Boost point while imbibing, the user can enter a state of “High-Functioning Inebriation.” For 10 minutes, the user gains a +2 bonus to Insight (or Sense Motive) checks as they perceive the “shimmer” of lies through their distorted vision, though they must speak in slurred, rhyming couplets to maintain the effect.
Procurement of Rot-Grain Nectar #812
On the world of Saṃsāra, this brew is the drink of the masses, making it accessible through various common channels.
Methods of Acquisition
- Possession: A player may start with this item if they possess an avatar that already has it in their inventory.
- Direct Purchase: It is widely available for purchase at taverns, farms, and markets.
- Quest Rewards: Given its common rarity, it is often handed out by farmers or local mayors as a minor token of appreciation for resolving regional issues.
- Barter: In rural areas, it can often be traded for basic services or manual labor.
Trade Hubs and Economic Pricing
The cost of Rot-Grain Nectar #812 fluctuates based on the proximity to the source and the local tax laws imposed by the monarchy and the gods.
- Rural Farmsteads:
- Location: The agricultural districts where the blighted grain is harvested and fermented in bulk.
- Cost: 1 Silver.
- Context: Buying at the “farm-gate” avoids the transport taxes and gate fees associated with the cities.
- City Taverns and Roadside Inns:
- Location: Established social houses within guarded central cities or along major trade routes.
- Cost: 3 Silver.
- Context: This is the “Standard Tavern Rate,” which usually includes a 1% gate fee and the local merchant’s markup.
- Industrial District Cantinas:
- Location: Near the steam-powered factories and skyscrapers where laborers congregate after a shift.
- Cost: 4 Silver.
- Context: Prices are slightly higher here due to the high demand for the brew’s “Drunken Fortitude” and “Soul-Warmth” effects.
- Underground “Speakeasies”:
- Location: Hidden corners of the dark cave systems or unmapped slums.
- Cost: 5 Silver or Barter.
- Context: In these unsafe areas, the price accounts for the risk of selling without a guild license and the 1% monthly property tax usually paid in “protection money”.
- World Bank Exchange Hubs:
- Location: Managed by the god of commerce in major trade cities.
- Cost: N/A (Exchange only).
- Context: While the bank does not sell alcohol, characters use these hubs to manage their account balance, paying the 1% exchange fee before heading to the markets.
Combat and Social Applications of Rot-Grain Nectar #812
In the world of Saṃsāra, drinking Rot-Grain Nectar #812 is rarely just about the alcohol; it is about manipulating the physical avatar’s connection to the soul crystal to survive the harsh realities of the industrial and magical landscape.
Offensive Roleplay Applications
Offense with this brew relies on the “Rule Breaker” mentality—turning a state of intoxication into an unpredictable weapon or a psychological edge.
- Liquid Courage (The Roar): In a combat scenario, an avatar roleplays the “Liquid Courage” by letting out a boisterous, drunken shout. This isn’t just noise; it’s a surge of aether-fueled bravado. You might roleplay your avatar slamming their flagon against their chest or a nearby steam pipe, bolstering the spirits of allies and giving them the edge they need to resist the “Scared” or “Intimidated” status inflicted by Tier 1 horrors.
- Slurred Truth-Sense (The Drunken Detective): Offense isn’t always physical. In a social “sellers’ market,” an avatar can spend a Mana Boost point to roleplay “Slurred Truth-Sense.” While your character might stumble and speak in rhythmic, rhyming couplets, their eyes track the subtle “shimmer” of a merchant’s lies. This allows you to aggressively dismantle a deceptive deal or expose a spy in a guarded central city while appearing completely harmless.
- Drunken Brawling: Utilizing the -1 Dexterity penalty as a roleplay hook, an avatar might use “unintentional” movements—stumbling into a foe, dropping a heavy tool “accidentally” on an enemy’s foot, or using the weight of their syrupy drink to dampen the impact of their own erratic swings.
Defensive Roleplay Applications
Defensively, the nectar is used to endure pain and environmental hazards that would otherwise break a sober avatar.
- Drunken Fortitude (The Human Tank): When taking a hit, the user roleplays the “Drunken Fortitude” as a dulling of the senses. Instead of recoiling in pain from a steam burn or a mechanical blade, the avatar simply grunts and keeps moving, the violet bioluminescence in their veins pulsing to knit the “meat-vessel” back together. The +1 Damage Resistance is narrated as a physical numbness that allows you to stand your ground where others would flee.
- Soul-Warmth (The Internal Hearth): In the dark, freezing cave systems or during a sudden “Cold Shadow” from the gas-ball, the avatar roleplays the brew as a literal internal fire. While others shiver and suffer penalties to their rolls, you roleplay the comfortable, aetheric heat radiating from your core, allowing you to act as a living heater or a scout in sub-zero environments without traditional gear.
- The “Hmless Drunk” Mask: In dangerous or “unsafe areas,” a character can use the roleplay of intoxication to appear as a non-threat. By visibly sipping from a chipped ceramic flagon of #812, you can lower the guard of hostile observers or royal guards, buying yourself time to prepare a hidden active magic or a sudden possessive shift before the combat begins.
Environmental Dynamics
- In Industrial Skyscrapers: The brew is often used to cope with the deafening hum of power cells. The “Drunken Fortitude” helps laborers ignore the constant vibration, roleplaying a state of zen-like indifference to the grinding gears.
- In Magic Storms: Imbibing during a storm is risky; roleplay the “violet bioluminescence” reacting to the external mana, perhaps causing your “Liquid Courage” roar to manifest with actual sparks of static or causing your rhyming couplets to be heard telepathically by everyone nearby.

Perception of Activation:
- User’s Perspective
- Sight: The murky, amber-bronze liquid begins to swirl with a vivid, bioluminescent violet glow as the suspended grain particles ignite with tiny, harmless static pops.
- Smell: A pungent aroma of fermented honey and damp earth hits the nostrils, accompanied by a sharp, stinging note of raw aether.
- Touch: The avatar feels a thick, syrupy consistency on the tongue and a soothing, internal heat radiating from the core outward to the limbs.
- Taste: A complex flavor profile of fermented sweetness and mineral-rich volcanic soil, leaving a heavy, numbing tingle in the mouth.
- Hearing: A low, pleasant fizzing sound is heard, mimicking the distant mechanical hum of a magic power storage cell.
- Extra-Sensory (Soul-Warmth): The user perceives an aetheric buffer forming around their spirit, creating a sense of “Internal Hearth” that pushes back environmental cold.
- Extra-Sensory (Truth-Sense): Under the influence of a Mana Boost, the user’s vision distorts, allowing them to perceive the “shimmer” of lies as a physical phenomenon in the air.
- Observer’s Perspective
- Sight: Observers see the ceramic flagon begin to pulse with violet light and witness the user’s eyes take on a faint, hazy luminescence.
- Smell: Nearby individuals catch a whiff of ozone and old, fermented grain, signaling the presence of blighted magic.
- Hearing: A sudden, boisterous roar may be heard if the user activates Liquid Courage, vibrating through the environment.
- Extra-Sensory (Social Shimmer): Those with magical sensitivity can feel a softening of the user’s ego, making them appear more approachable or harmlessly eccentric.
- Positives
- Pain Suppression: Provides “Drunken Fortitude,” granting a +1 bonus to physical Damage Resistance (DR).
- Thermal Protection: Acts as a minor thermal buffer against non-magical cold.
- Group Morale: Can bolster allies, providing an advantage against being “Scared” or “Intimidated”.
- Detection: Allows the user to sense motives and lies through a specialized aetheric filter.
- Negatives
- Physical Impairment: Causes a -1 penalty to all Dexterity-based skill checks and Initiative rolls.
- Communication Barrier: The truth-sensing effect requires the user to speak exclusively in slurred, rhyming couplets.
- Social Stigma: Depending on the environment, being visibly inebriated on “rural-grade” rot-grain may carry social or legal consequences.
- Short Duration: The standard “tipsy” window lasts only one hour unless extended by a GM.
Recipe: Rot-Grain Nectar #812
Materials Needed
- Blighted Volcanic Grain: One bushel of grain touched by the purple-mist of a magic storm.
- Purified Aether-Water: Two gallons of water collected from a volcanic spring to serve as the liquid base.
- Raw Aether Residue: A small vial of concentrated magic residue to trigger the fermentation of blighted materials.
- Wild Fermented Honey: One jar used to sweeten the brew and provide the syrupy consistency.
- Suspended Husk Particles: Unrefined husks from the original blighted harvest to maintain the static pop.
Tools Required
- Ceramic Fermentation Vat: A heavy, stone-cooled vessel to house the brew during its transition.
- Volcanic Hearth: A steady, low-heat source used to simmer the raw aether into the grain mash.
- Wooden Mash-Paddle: For stirring the syrupy mixture and ensuring even distribution of the violet bioluminescence.
- Cheesecloth Filters: To remove large debris while allowing fine, sparking husks to remain in the fluid.
- Cooled Storage Flagons: Heavy, chipped ceramic containers for the finished product.
Skill Requirements
- “Rule Breaker” Agricultural Alchemy: Knowledge of how to utilize blighted harvests rather than destroying them.
- Tier 1 Brewing Proficiency: Basic understanding of fermentation and potable magic safety.
- Aether-Handling: The ability to safely incorporate raw aether into a consumable liquid without causing an explosion.
- Rural Survivalism: Experience in working with earth-aspected materials found in Saṃsāra’s agricultural districts.
Crafting Steps
- Preparation of the Mash: Mix the blighted volcanic grain with purified aether-water in the ceramic vat and simmer over the volcanic hearth.
- Infusion of Sweetness: Gradually stir in the fermented honey until the liquid achieves a thick, syrupy consistency.
- Aetheric Activation: Introduce the raw aether residue to the warm mash, inducing a state of rapid, magical fermentation.
- Monitoring the Glow: Observe the mixture until it turns a murky amber-bronze and begins to emit a dim, swirling violet bioluminescence.
- Refining the Texture: Use the cheesecloth to strain the brew, ensuring the unrefined husk particles remain to provide the characteristic fizzing and static pops.
- Bottling and Cooling: Pour the finished nectar into ceramic flagons and allow it to sit until the temperature is slightly cooler than the surrounding air.
Making 812 Rot-Water
It is known from the very old skin-papers that are crumbling, translated from the scratching of the mud-people who lived in the hot-dirt lands before the great metal-spinning cities grew too tall. In the days of the early walking, the meat-vessels of the dirt-scratchers worked the hot-dirt of the Down-Looker. The hot-dirt was good, and it pushed up the many yellow-beads of eating. But the Sky-Sitters who lived in the stone-forests demanded the yellow-beads for their own belly-fires, leaving the dirt-scratchers with only the dry husks and the stomach-pain.
Then came the time of the sky-sickness. The great wind did not bring the wet-drops of life. Instead, the great wind brought the purple-mist of the unseen-push. The magic storm crawled over the hot-dirt like a heavy snake of many colors. It breathed on the yellow-beads of eating. When the purple-mist walked away to the edge of the sky-blanket, the dirt-scratchers wept water from their seeing-holes. The yellow-beads were no longer yellow. They were dark with the sickness. They smelled of the old death and the angry metal.
The High-Chairs of the stone-forest sent their spear-carriers. The spear-carriers looked at the dark sickness on the yellow-beads and held their breath-holes closed. They said, “This is the rot. The sky-sickness has made the food into the poison of the ghost-stones. You must give it to the fire, or the city-lords will punish your meat-vessels.” Then the spear-carriers walked away, leaving the dirt-scratchers to starve with the big sad.
But among the dirt-scratchers was one whose brain-pictures walked on crooked paths. His name was The-One-Who-Ignores-The-Loud-Voices. He was a Breaker of the Rules. He looked at the rot-grain and said to his own ears, “The fire takes, but it does not give back to the belly. The unseen-push is in the rot. We must trap the unseen-push.”
The-One-Who-Ignores-The-Loud-Voices took a very big rock-bowl. He gathered the rot-grain, even the husks that sparked with the angry tiny lightning. He did not care that his hand-fingers burned. He threw the sickness-grain into the rock-bowl. He then walked to the crying-rock where the mountain sweats the hot-water. He carried the hot-water and poured it on the rot-grain. He then found the sticky-gold of the angry flying-bugs and poured it in, to make the bad smell turn into a confusing smell. He covered the rock-bowl with a heavy wood-flat and left it in the dark hole under his sleeping-mat.
Many sun-balls rolled over the sky-blanket. Under the sleeping-mat, a great war was happening in the dark. The hot-water fought the rot-grain. The sticky-gold fought the purple-mist. The rock-bowl shook with the unseen-push. It made sounds like a tired beast grunting in the mud.
When the time of the moon-circle was finished, The-One-Who-Ignores-The-Loud-Voices had a great dryness in his throat-pipe. He remembered the rock-bowl. He pulled away the heavy wood-flat. The smell hit his face-hole like a heavy fist of damp earth and lightning. Inside the bowl, the liquid was not water. It was the color of the dirt when the sun bleeds its last light. It was thick like the blood of trees. And inside it, the sickness was swimming like tiny glowing purple worms of light. It made a popping sound, “zzzt-zzzt,” like the small angry fires.
His brain-pictures told him it was the sleep of death. But his throat-pipe was greedy. He put the cracked clay cup into the heavy water. He brought it to his face-hole. He swallowed the Eight Hundreds and Ten and Two attempt of the mixing.
First, the fire ate his stomach. But then, the fire became a warm blanket inside his meat-vessel. The purple glowing worms swam into his blood-rivers. The-One-Who-Ignores-The-Loud-Voices stood up. His legs were made of heavy stones, but his brain was a floating bird. He did not feel the ache of his back-bones from the hot-dirt farming. He walked outside into the cold night-shadow. The cold wind bit him, but the internal hearth of the thick-water pushed the teeth of the wind away.
He looked at the moon and opened his face-hole. He made a great noise, a roar of a beast that does not fear the spear-carriers. The other dirt-scratchers ran from their sleeping-mats. They thought a monster was eating him. But they saw him glowing with the faint purple skin-light. He spoke to them, but his tongue was heavy and clumsy. He spoke only in the words that sound the same at the end. He pointed at the village leader and said, “Your face is sad, but your pocket is glad, you hide the silver under the sleeping-pad.”
The village leader was very surprised, because it was the true-thing. The heavy thick-water gave the eyes of seeing the invisible lie-shimmer.
The dirt-scratchers saw that the rot-grain was not the sleep of death. It was the liquid courage. They all drank from the rock-bowl. That night, the dirt-scratchers did not feel the cold, and they did not feel the hunger, and they did not fear the High-Chairs. They danced with clumsy stone-legs and shouted at the sky-blanket.
From that time, the dirt-scratchers never gave the purple-mist grain to the fire. They hid it in the cracked clay holders. They traded it in the shadows where the spear-carriers do not look. The Eight Hundreds and Ten and Two mixing was written on the cave walls, the perfect marrying of the rot and the sweet and the hot.
The moral of the telling is: When the sky-sickness gives you the black-purple beads of death, do not give them to the fire. Trap them in the dark water until the bad magic becomes the happy-brain syrup, for the courage of the poor is found in the cup that the rich men are too afraid to drink.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Unique Name: Blight-Mash Moonshine
- Description: A thick, amber-colored liquor that glows with a faint violet luminescence. It tastes of honey and damp earth, leaving a static tingle on the tongue.
- Cost: $0.50 (1920s) or 2 Credit Rating points per bottle.
- Game Mechanics:
- Drunken Fortitude: The investigator gains a Bonus Die on CON rolls to resist physical pain or exhaustion. However, they suffer a Penalty Die on all DEX and Appraise rolls for 1 hour.
- Soul-Warmth: The user is immune to the effects of extreme non-magical cold for the duration.
- Liquid Courage: When activated with a shout, nearby allies gain a Bonus Die to Sanity rolls against “Fear” or “Awe” for the next 10 minutes.
- Slurred Truth-Sense: By spending 1 Magic Point, the user gains a Bonus Die to Psychology checks to detect lies, provided they speak in slurred, rhyming couplets.
Blades in the Dark
Unique Name: Purple-Mist Grog
- Description: A low-quality, heavy spirit brewed from blighted grain. Popular among the working class in the Crow’s Foot district.
- Item Type: Alchemical (0 Load if carried in a flask).
- Game Mechanics:
- Numbing Effect: When you consume this grog, you may ignore the effects of a Lesser Harm (Level 1) for the duration of the score.
- Social Lubricant: You gain Potency when performing a Consort action in a low-life tavern or among laborers.
- Side Effect: You take -1d to all Finesse or Prowl actions while under the influence.
- The Truth in Wine: Spend 1 Stress to gain a clear “Read” on a person’s motives (Insight), but you must roleplay your character as visibly intoxicated and speak only in rhymes.
Dungeons & Dragons (5th Edition)
Unique Name: Nectar of the Blighted Grain
- Item Type: Wondrous Item (Potion), Common.
- Description: A murky, bronze-colored syrup that fizzles softly. It emits a dim violet light when shaken.
- Game Mechanics:
- Drunken Fortitude: For 1 hour, you have resistance to bludgeoning damage, but you have disadvantage on Dexterity checks and Initiative rolls.
- Soul-Warmth: You are unaffected by the effects of Extreme Cold (as described in the DMG).
- Liquid Courage: As an action, you can roar. Allies within 10 feet have advantage on saving throws against being Frightened for 1 minute.
- Slurred Truth-Sense: You can spend a Hit Die to gain a +5 bonus to Wisdom (Insight) checks for 10 minutes. During this time, you can only speak in slurred, rhyming couplets.
Knave (2nd Edition)
Unique Name: Rot-Grain #812
- Description: A syrupy, glowing amber brew. It tastes like dirt and honey.
- Item Slots: 1 Slot (Provides 3 drinks).
- Game Mechanics:
- Fortitude: For 1 hour, the user ignores 1 point of damage from every physical attack. However, all DEX checks are made at a -2 penalty.
- Warmth: The user ignores any checks required by freezing weather.
- Courage: Once per drink, the user can shout to allow an ally to re-roll a failed Morale check.
- Truth-Sense: The user may spend a “Usage Die” from a light source or magical item to automatically detect if the next sentence spoken to them is a lie. This requires the user to speak in rhymes for the next turn.
- Quality: 5 (Item HP). If the ceramic flagon breaks, the liquid is lost, but the area smells of ozone for an hour.
Fate Core
Unique Name: Blighted Nectar #812
- Description: A murky, bronze syrup that glows with violet bioluminescence and tastes of fermented honey and earth.
- Item Aspects:
- Drunken Fortitude: Can be invoked to soak physical stress or resist pain.
- Violet Truth-Vision: Can be invoked to see through deceptions or illusions.
- Game Mechanics:
- Passive (Soul-Warmth): The character gains a +2 bonus to Overcome actions against environmental cold hazards.
- Stunt (Liquid Courage): Once per scene, you may use an action to give all allies in your zone a +2 bonus to defend against mental attacks or fear-based effects.
- Compel: The GM may compel the Slurred Speech aspect to make social interactions difficult or to force the character to speak only in rhyming couplets.
- Active (Mana-Circuit Sync): Spend a Fate Point to ignore the “Stunned” or “Shaken” condition for the duration of the scene.
Numenera & Cypher System
Unique Name: Rot-Grain Dram
- Level: 1d6.
- Form: A chipped ceramic flagon filled with thick, fizzing amber liquid.
- Effect:
- Passive (1 Hour): The user gains an Asset on Might-based tasks to resist pain or physical damage but suffers an Inability on all Speed-based tasks.
- Passive (Environment): The user ignores penalties from non-magical cold.
- Active (Liquid Courage): The user may shout to grant an Asset to one ally’s next Intellect defense roll against fear.
- Active (Truth-Sense): By spending 2 points from their Intellect pool, the user can “see” the truth, gaining an Asset to perceive lies for 10 minutes, provided they speak only in rhymes.
Pathfinder (2nd Edition)
Unique Name: Fermented Braid of Saṃsāra
- Item Type: Alchemical, Consumable, Elixir, Poison.
- Level: 1; Price: 3 Silver Pieces.
- Usage: Held in 1 hand; Bulk: L.
- Activation: Single Action (Interact).
- Effect:
- Passive: For 1 hour, you gain a +1 status bonus to Fortitude saves against pain effects and physical damage, and resistance 2 to cold. You take a –1 status penalty to AC, Reflex saves, and Initiative rolls.
- Liquid Courage: When you activate the elixir, you can use a reaction to roar. Allies within 10 feet gain a +1 status bonus to saves against Fear for 1 minute.
- Slurred Truth-Sense: You gain a +2 status bonus to Perception checks to Sense Motive, but you become Clumsy 1 and can only communicate in slurred rhymes.
Savage Worlds (Adventure Edition)
Unique Name: Old Rot-Grain #812
- Description: A pungent, glowing amber brew that provides a sense of warmth and reckless bravery.
- Game Mechanics:
- Drunken Fortitude: The user gains a +1 Toughness but suffers a –1 penalty to all Athletics and Stealth rolls for 1 hour.
- Soul-Warmth: The user gains a +4 bonus to Vigor rolls made to resist Cold environmental hazards.
- Liquid Courage: As an action, the user may bellow a roar; nearby allies may immediately attempt to recover from being Shaken.
- Slurred Truth-Sense: By spending a Bennie, the user can automatically detect a lie told in their presence for the next 10 minutes, though they suffer a -2 penalty to all Persuasion rolls due to their slurred, rhyming speech.
Shadowrun (6th World Edition)
Unique Name: Blight-Grain Moonshine
- Description: A thick, amber-bronze liquid that glows with a faint violet luminescence. It tastes of fermented honey and earth, leaving a sharp aetheric tingle on the tongue.
- Item Category: Alchemical Preparation (Potency 1).
- Game Mechanics:
- Drunken Fortitude: The user gains a +1 dice pool bonus to Body tests to resist physical damage for 1 hour. However, they suffer a -1 dice pool penalty to all Athletics and Initiative rolls.
- Soul-Warmth: The user ignores environmental penalties from non-magical cold for the duration.
- Liquid Courage: As a Minor Action, the user may roar, granting allies within 10 feet a +1 dice pool bonus to resist Fear or Intimidation for 1 minute.
- Slurred Truth-Sense: By spending 1 Edge, the user gains a +2 dice pool bonus to Judge Intentions tests for 10 minutes, provided they speak only in slurred, rhyming couplets.
- Cost: 30¥.
Starfinder (2nd Edition / Playtest)
Unique Name: Nectar of the Blighted Grain #812
- Item Level: 1; Price: 30 Credits.
- Bulk: L; Usage: Held in 1 hand.
- Description: A murky, bronze-colored syrup that fizzles softly and emits a dim violet light when shaken.
- Game Mechanics:
- Drunken Fortitude: For 1 hour, you gain Resistance 1 to physical damage but take a -1 item penalty to Acrobatics, Stealth, and Initiative rolls.
- Soul-Warmth: You are immune to the effects of extreme non-magical cold.
- Liquid Courage: As an Interact action, you roar; allies within 10 feet gain a +1 item bonus to saving throws against Fear for 1 minute.
- Slurred Truth-Sense: You may spend 1 Resolve Point to gain a +2 item bonus to Perception checks to Sense Motive for 10 minutes. During this time, you can only speak in slurred, rhyming couplets.
Traveller (Mongoose 2nd Edition)
Unique Name: Rot-Grain Dram #812
- Tech Level (TL): 1 (Alchemical variant).
- Description: A heavy, glowing amber brew that provides a sense of warmth and reckless bravery.
- Weight: 0.5 kg; Cost: Cr30.
- Game Mechanics:
- Drunken Fortitude: Grants a +1 DM to any END check made to resist physical pain for 1 hour. However, it imposes a -1 DM to all DEX and Initiative checks.
- Soul-Warmth: The user ignores DM penalties from freezing weather.
- Liquid Courage: As a Significant Action, the user bellows a roar; nearby allies may immediately attempt to recover from being Shaken or intimidated.
- Slurred Truth-Sense: The user may spend a point of characteristic damage (representing physical strain) to automatically detect if the next sentence spoken to them is a lie. This requires speaking in rhymes for the duration.
Warhammer (Age of Sigmar: Soulbound)
Unique Name: Ghyranite Rot-Nectar
- Description: A pungent, murky amber syrup that glows with violet bioluminescence. It tastes of volcanic soil and fermented honey.
- Availability: Common; Cost: 3 drops of Aqua Ghyranis.
- Game Mechanics:
- Drunken Fortitude: For 1 hour, the character gains a +1 bonus to Armor but suffers a -1d6 penalty to all Body (Athletics) and Initiative tests.
- Soul-Warmth: The character is immune to the effects of non-magical cold.
- Liquid Courage: As an Action, the character roars; allies within Short Range gain an additional 1d6 to their dice pool for tests to resist Fear for the next minute.
- Slurred Truth-Sense: As a Reaction, the character may spend 1 Mettle to gain an additional 1d6 to Mind (Intuition) tests to perceive lies for 10 minutes, though they must speak only in slurred rhymes.
