Lore: Amber-Grit Mash is the pride of the rural island agrarian communities. It was first developed by Isekai souls who attempted to recreate the hearty, unfiltered grain drinks of their previous worlds using Saṃsāra’s native Volcanic Barley. In the volcanic soil of the 74 island nations, the barley absorbs mineral-rich nutrients and a faint trace of elemental heat. Farmers brew this not for intoxication, but as a “liquid meal” to sustain their avatars through the grueling hours of tilling and harvesting. It is widely taught that the grit settled at the bottom of the jar contains the most concentrated magic, symbolizing the deep connection between the earth and the soul.
Description: A thick, minimally filtered beverage served in a heavy clay mug. It has a coarse texture and a smell reminiscent of toasted nuts and rain-dampened earth. It is served warm, often kept in copper kettles near a hearth. The brew is so dense that it is often eaten with a spoon as much as it is sipped. In agricultural districts, sharing a jar of Amber-Grit is a sign of mutual respect and a pact of shared labor.
Stats
- Tier: 1
- Rarity: Common
- Type: Mundane & Culinary Brew
- Standard Duration: 2 hours (or until the end of the session with GM approval)
- Price: 5 Copper (Sellers’ market; price may vary by island)
Color: A cloudy, opaque ochre with floating flecks of dark roasted grain and a golden-orange sediment.
Tags: Brew, Consumable, Nutritional, Earth-Aspected, Tier 1, Originally made by: The Humble Plowman, Grain-Based, Fermented, Mineral-Rich, Sustenance, Rural, Traditional, Non-Distilled, Hearth-Heated, Opaque, Heavy-Sediment, Agrarian
Passive Magic
- Earth-Bound Vitality: While the brew is active, the avatar gains a +2 bonus to any saving throws or skill checks related to physical endurance, such as laboring in the fields, resisting exhaustion from travel, or carrying heavy loads of grain.
- Internal Hearth: The avatar is immune to the effects of mild environmental cold, such as the temperature drops experienced during the Dimming week of the month of Lathandus.
Active Magic
- Farmer’s Second Wind: As an action, the avatar may consume the dregs at the bottom of the container to immediately regain 1 Health Point (HP). This follows the standard rules for recovery through meals; if the avatar has already consumed 3 meals in the current day, this effect provides 5 temporary HP instead, which is used first when taking damage.
- Soil Sense: By concentrating for one minute (Active Activation of the Mind’s Eye), the avatar can perceive the quality of the soil within 20 feet, identifying if it is magically depleted, contains hidden crystalline residues, or is suitable for Sky-Wheat cultivation.
The trade of Amber-Grit Mash is deeply rooted in the agrarian culture of Saṃsāra, where the exchange of goods is dictated by local harvest cycles and the proximity to central city-states. Because the monarchy owns all land, the farmers who brew this mash do so under the shadow of heavy taxation, often using it as a secondary source of income to pay their monthly leasing fees.
Below are the primary locations where Amber-Grit Mash is bought and sold, along with the varying costs associated with each:
Rural Roadside Stalls
In the fertile backwoods and plains of the island nations, farmers often set up small, mobile stalls at the edge of their communal lands. These are simple wooden carts or stone tables, often shaded by colorful, weather-worn umbrellas.
- The Transaction: Transactions here are often informal. A Tier 1 traveler might pay in silver, but local barter is equally common. Farmers frequently sell the mash in reusable clay jars.
- Cost: 5 Copper per mug or 3 Silver for a large communal jar. Since rural areas are exempt from many city-level taxes and fees, the prices remain at their absolute baseline here.
Village Guild Markets
Within a village of fewer than one hundred residents, the local leader acts as a judge and mediator for trade. The “Guild Market” is usually the town square where independent laborers and travelers gather.
- The Transaction: The village leader ensures that the sellers’ market remains fair. If a merchant attempts to price-gouge during the Dimming week, the leader may intervene. However, the “buyer beware” principle remains the standard.
- Cost: 8 Copper per mug. The slight increase covers the cost of transporting the heavy jars from the outer fields and a small “hospitality fee” often expected by the village leadership.
Metropolitan Industrial Districts
In the skyscrapers and factory zones of the massive metropolises, Amber-Grit Mash is sold as “The Worker’s Fuel.” It is found in steam-heated dispensers near the shafts and pulleys of the manufacturing centers.
- The Transaction: Goods sold within a city or town are taxed at 3% of their value. Because of the high volume of souls (millions in some megacities), these stalls are often run by licensed guild members who must pay 1% monthly property tax to the City, State, and Country.
- Cost: 12 Copper per mug or 1 Silver. This reflects the 3% sales tax and the 1% gate fee (1 Silver) that the merchant likely paid to bring their wagon into the city.
Seaport Trading Hubs
Trade ships sailing the endless ocean often carry barrels of fermented Amber-Grit Mash as a stable nutritional source for the crew.
- The Transaction: Port cities are high-traffic areas where goods are taxed at 1% just for passing through. International travelers (foreign citizens) pay twice the tax of locals.
- Cost: 1 Silver and 5 Copper. For a Tier 1 avatar arriving by ship, the price is higher due to the convenience of the location and the various passage fees levied by the port authorities.
Traveling Caravans and Zeppelins
For those traveling by covered wagon or airship between island countries, Amber-Grit Mash is a luxury of home.
- The Transaction: Caravans crossing state borders are taxed at 5% of their total value. These merchants are “sellers” in the truest sense, often hiking prices when they are far from agricultural hubs.
- Cost: 2 Silver. In the high-altitude cabin of a Zeppelin or the middle of a desert labyrinth, the availability is low and the “cost of access” is high. An avatar might focus on their World Bank balance via their Mind’s Eye to confirm they have enough for the transaction fee before purchasing a mug from a traveling merchant.
The roleplay application of Amber-Grit Mash in the world of Saṃsāra leverages its thick, sediment-heavy consistency and the elemental heat trapped within its volcanic grains. While primarily a nutritional brew, its physical properties and the “Earth-Bound Vitality” it grants allow avatars to utilize it creatively during combat cycles or hazardous encounters.
Defensive Roleplay Applications
In defensive scenarios, the mash is used as a physical barrier or a tool for environmental manipulation, particularly when an avatar is protecting a fixed location like a farmstead or a narrow city alleyway.
- Creating Hazard Zones: Because of its high density and “grit,” an avatar can use an action to shatter a clay jar of the brew onto a smooth floor or stone path. This creates a patch of “Agricultural Sludge.” For the next minute, any creature moving through the area must succeed on a saving throw (d20 + relevant ability) or have their movement speed halved as the sticky, cooling mash acts as a biological adhesive.
- Aqueous Heat Shield: When an avatar is targeted by a freezing spell or environmental cold, they can roleplay splashing the warm, unrefined liquid over their gear slots. The “Internal Hearth” property provides a brief, steaming buffer. This can be described as the elemental fire within the volcanic barley reacting to the cold, creating a localized steam cloud that grants the avatar a temporary level of advantage on saving throws against frost-based effects.
- Improvised Eye Obstruction: In a “somewhat safe” or “unsafe” area, an avatar might use their reaction to fling the dregs of the mash at a foe’s Eye Slot. The thick ochre sediment clings to goggles or monocles, forcing the foe to spend an action to clean their gear or suffer from the “blind sight” condition, perceiving the world only in shades of gray through their remaining senses until the obstruction is removed.
Offensive Roleplay Applications
When used offensively, Amber-Grit Mash is treated as a conduit for aetheric heat and a medium for “Soil Sense” to identify tactical advantages in the terrain.
- Heated Projectile: An avatar can roleplay placing a sealed jar of the mash near a magic-fire steam vent or a hearth until the internal pressure builds. As an action, the avatar launches the jar (Simple Range: 20 feet). Upon impact, the jar shatters, releasing a spray of scalding, semi-liquid grain. The damage is calculated as the base item damage (1d4 for an improvised projectile) plus the character’s tier dice. This attack type is considered “Silver Fire” damage if the mash was heated using a Tier 2 or higher arcane battery, meaning it cannot be resisted.
- Weak Point Identification: By utilizing “Soil Sense” in an “unsafe area,” an avatar can roleplay focusing their Mind’s Eye on the ground beneath a foe. If the foe is a heavy construct or a large beast, the avatar can identify a patch of magically depleted or soft earth. They can then coordinate with their party to use a “Group Power” item or a heavy strike to collapse the ground, forcing the foe into a prone position.
- Binding the Foe: An avatar might use an action to pour the mash over a foe’s Hand Slot or Arm Slot. As the elemental heat dissipates, the mineral-rich grit hardens rapidly into a crust. This forces the foe to make an opposed save; failure results in the target being unable to unsheathe or use the item in that slot until they use an action to break the hardened grain crust.
Environmental Interactions
The effectiveness of these tactics varies based on the current safety tier of the environment, as determined by the gods and the local monarchy.
- In Safe Areas: In a guarded inn, an avatar might roleplay using the mash to “mark” a suspicious individual. The colorful ochre stain is easily seen with Normal Sight, making it difficult for the target to hide in the crowd.
- In Deathly Areas: Where AC is cut completely and every attack hits, the “Farmer’s Second Wind” becomes a vital offensive strategy. An avatar can roleplay a desperate “last stand,” imbibing the mash to stay at 1 HP via a Mana Boost reaction, allowing them to deliver one final, high-tier strike before the purple flash of their soul crystal signals their departure from the avatar.
- Industrial Synergy: In a metropolis, an avatar can roleplay mixing the mash with elemental steam from a nearby magic circuit. This creates a “Nutritional Vapor” that can be inhaled by the entire party, extending the “Earth-Bound Vitality” passive magic to all members within 10 feet for the duration of the combat encounter.

Perception of Activation:
- User’s Perspective
- Sight: The opaque ochre liquid begins to swirl as a soft purple glow emanates from the golden-orange sediment at the bottom of the mug. Wisps of steam rise in spiraling patterns, shimmering with ultraviolet light visible to the Mind’s Eye.
- Smell: The scent of toasted Volcanic Barley intensifies, shifting from a simple culinary aroma to a deep, ozone-like fragrance of charged earth and rain.
- Touch: A resonant, pulsing warmth spreads from the clay mug into the hands, vibrating slightly against the palms as the internal hearth magic activates.
- Taste: The coarse texture of the mash feels momentarily effervescent on the tongue, followed by a surge of mineral-rich heat that spreads down the throat and into the chest.
- Hearing: A faint, low-frequency hum, like the distant vibration of a steam engine or shifting tectonic plates, resonates within the user’s inner ear.
- Extra-Sensory (Mind’s Eye): Quantifiable values appear in the peripheral vision, showing a steady stabilization of health points and the activation of the “Earth-Bound Vitality” buff.
- Extra-Sensory (Soul Connection): The character soul feels a tightening of the bond with the Tier 1 avatar, a sense of grounding that makes the physical form feel heavier and more durable.
- Observer’s Perspective
- Sight: Observers see the user’s eyes momentarily glaze as they focus inward, while the mug emits a noticeable violet radiance that illuminates the user’s face.
- Smell: Those standing within five feet may catch a sudden, pleasant whiff of baked bread and warm soil.
- Hearing: A sharp, rhythmic “hiss” of steam escapes the mug, sounding like a miniature pressure valve releasing on a mechanical gear system.
- Extra-Sensory (True Sight): An observer with True Sight perceives a sudden flare of ultraviolet light surrounding the drinker, signaling the successful infusion of magic crystalline cell energy into the avatar’s system.
- Positives
- Immediate Recovery: The “Farmer’s Second Wind” provides an instant restoration of 1 HP or 5 temporary HP, potentially preventing the avatar from reaching zero health and dropping items.
- Environmental Adaptation: The “Internal Hearth” grants the user immunity to regional cold, allowing for continued operation during the month of Sharus or the Dimming week of Lathandus.
- Tactical Awareness: “Soil Sense” allows the user to identify hidden crystalline residues or strategic weaknesses in the terrain that would be invisible to normal sight.
- Labor Efficiency: The +2 bonus to physical endurance ensures that tasks requiring heavy mechanical power or manual labor do not cause rapid exhaustion.
- Negatives
- Sensory Distraction: The “Earth-Bound Vitality” creates a sense of physical heaviness that can make rapid, delicate movements feel slightly more sluggish.
- Attunement Risk: While the brew itself does not require attunement, the “Farmer’s Second Wind” counts toward the daily limit of three meals; over-consumption prevents further healing through roleplayed eating.
- Visibility: The purple glow and ultraviolet flare of activation make the user an obvious target for foes with Darkvision or True Sight in unsafe areas.
- Texture Issues: The thick, gritty sediment can be unpleasant for avatars with high-sensitivity mouth slots or those not accustomed to unrefined agrarian diets.
Recipe: Traditional Amber-Grit Mash
Materials Needed
- Volcanic Barley: Two pounds of native, unrefined grain harvested from mineral-rich volcanic soil.
- Purified Spring Water: One gallon of water, preferably sourced from a magically purified spring to ensure receptivity to aetheric currents.
- Sun-Peaches or Moon-Berries: One handful of dried fruit to act as a natural fermenting agent and add subtle sweetness.
- Honey: Two ounces of honey from aether-bees to assist in the stabilization of magical properties.
- Fuel: Magically heated stones or a steady hearth fire capable of maintaining consistent temperatures.
Tools Required
- Copper Kettle: Used for the initial simmering and extraction of grain nutrients.
- Clay Fermentation Pot: A heavy vessel with a lid for the long, slow cooling and fermentation process.
- Wooden Stirring Rod: For manually combining the mash without disrupting the magical flow.
- Precision Scales: To measure the mineral-rich grain and honey for consistent potency.
Skill Requirements
- Mundane & Culinary Brewing Proficiency: A basic understanding of fermentation and steeping techniques.
- Agricultural Knowledge: Training in identifying high-quality volcanic grains and soil-rich nutrients.
- Tier 1 Character Status: The crafter must be at least a Tier 1 soul to properly infuse the “Farmer’s Second Wind” property into the brew.
Crafting Steps
- Step 1: Combine the purified spring water and the Volcanic Barley in the copper kettle.
- Step 2: Apply heat using magically heated stones until the mixture reaches a steady simmer; do not bring to a rolling boil, as this may dissipate the elemental heat.
- Step 3: Use the wooden rod to stir in the honey and dried fruit, ensuring the sediment is evenly distributed throughout the liquid.
- Step 4: Transfer the thick, steaming mixture into the clay fermentation pot.
- Step 5: Seal the pot and allow the mash to steep in a warm environment, such as near a kitchen hearth, for at least 20 minutes to allow the “grit” to settle and activate.
- Step 6: Utilize the Mind’s Eye to verify the presence of the soft purple glow and ochre swirl, signaling that the internal hearth magic is correctly bound to the liquid.
Yellow-Mud Water of Down-Looker
It is the telling of the Down-Looker, who walked in the before-place and came to the meat-vessel of the island of dirt. The Down-Looker had the brain-pictures of the before-place, where the water of grain was made to bring the happy-head. But in this place, the dirt was hard and the meat-vessel was crying from the heavy pulling of the wood-tooth through the ground-skin. The gas-ball in the sky made the cold shadow, and the Down-Looker was shivering in his skin-clothes. He desired the yellow-water of his brain-pictures, the liquid meal that makes the belly quiet and the arms thick for the lifting.
He walked his meat-vessel to the mountain that throws the hot red rocks. He found the grass-with-beards that drinks the mountain-anger. The grass-with-beards was tough, like the teeth of the ground. He pulled the grass-with-beards and hit it against the hard ground until the small stones of food fell out. He walked to the hole where the ground cries the clear water. He took the clear water in a bowl of baked mud. He found the flying sting-bugs and stole their golden flower-spit. He also took the dried round-fruits that had the wrinkly skin of the old ones from the twisted branches.
The Down-Looker made the fire of wood. He did not have the copper-metal belly, so he used the big baked mud. He put the mountain-anger stones inside the fire until they were red like the sun-eye. He dropped the angry stones into the clear water. The water screamed with white breath. He threw the grass-with-beards, the flower-spit, and the wrinkly round-fruits into the screaming water. He used a stick of the forest to make it spin round and round, singing the song of the before-place that his brain-pictures remembered. The song was broken because the meat-vessel tongue was thick, but the screaming water listened. The magic of the flying sting-bugs mixed with the mountain-anger of the grass-with-beards. The water became thick and heavy, fighting the stick of the forest.
The white breath smelled like the dirt when the sky-water hits it. It smelled like the hot rocks. The Down-Looker let the mud-bowl sit while the gas-ball went away and the dark came. He waited for the angry water to sleep. When the angry water slept, the heavy parts fell down to the bottom. The liquid was the color of the sick sun. This is the Yellow-Mud Water.
The Down-Looker put the mud-bowl to his face-hole. He poured the sick-sun water inside. It was thick like the mud of the river. The heavy parts scratched his eating-tube. But then, the magic of the mountain-anger woke up inside the meat-vessel. The purple light of the ghost-stone shined out of his seeing-holes. The cold shadow of the gas-ball did not make him shiver anymore. He had the fire of the inside-place.
The heavy parts, the bottom-dirt, gave his meat-vessel the second breath of the wind. His arms were no longer crying. His back-bones were straight like the trees. He looked at the dirt with his brain-seeing-hole. The dirt spoke to him without sounds. It showed him the shiny lines of the magic and the dead places of the bad dirt. He knew where to put the seeds so they would not die in the cold shadow.
The other meat-vessels of the village came from their resting-boxes. They saw the Down-Looker. They saw he did not cry from the heavy pulling. They looked at him with wide seeing-holes and spoke the words of wanting. He gave them the sick-sun water in smaller bowls of baked mud. He told them they must chew the water and swallow the scratching parts. They chewed the water. The purple light came from many face-holes. They all became strong like the mountain. They did not freeze when the sky-shadow came. They pulled the dirt-teeth together and the village had many foods. They learned to not throw away the heavy parts at the bottom, because the heavy parts are the mountain-anger that makes the meat-vessel strong.
The moral of the story is that the true power of the grain hides in the heavy dirt at the bottom; he who drinks the clear water only remains weak, but he who eats the bottom-dirt gains the strength of the mountain.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Unique Name: Elder-Grain Decoction
- Description: A thick, volcanic-sludge-like beverage discovered in archaeological digs or remote farming communes. It possesses a faint, violet luminescence when agitated.
- Cost: $0.50 (1920s) or 5 Credit Rating points for a bulk supply.
- Game Mechanics:
- Internal Hearth: Upon consumption, the investigator gains a Bonus Die on CON rolls to resist the effects of hypothermia or environmental cold for 1D4 hours.
- Farmer’s Second Wind: If the investigator is at “Major Wound” status but still has at least 1 HP, they may consume the dregs to immediately recover 1D3 Hit Points. This can only be done once per day.
- Soil Sense: Successful consumption allows for an Extreme Success on Science (Geology) or Natural World checks to identify disturbed earth or hidden subterranean crystalline structures.
- Sanity Loss: None, though the grit is famously “revolting” to those with high Credit Rating.
Blades in the Dark
Unique Name: Skovlan Grit-Brew
- Description: An unfiltered, heavy mash preferred by laborers in the Coalridge district, derived from grains grown in magically irradiated soil.
- Item Type: Utility (1 Load per 2 doses).
- Game Mechanics:
- Nutritional Sustenance: During Downtime, consuming this brew allows an avatar to clear 1 Stress in addition to their normal indulgence, provided their Vice involves “Luxury” or “Oblivion” (as the coarse texture provides a grounding sensation).
- Push the Limit: You may consume the mash to take +1d to a Tinker or Labor action when dealing with heavy machinery or agricultural tasks.
- The Second Wind: Use 1 dose to ignore a Level 1 Harm penalty (such as Exhausted or Cold) for the remainder of the current Score.
- Tags: Potent, Consumable, Gritty.
Dungeons & Dragons (5th Edition)
Unique Name: Brew of Earth-Bound Vitality
- Item Type: Wondrous Item (Potion), Common.
- Description: A warm, ochre-colored liquid with a thick layer of golden sediment at the bottom. It smells of toasted grain and wet earth.
- Game Mechanics:
- Internal Hearth: For 2 hours after drinking, you have resistance to cold damage and automatically succeed on saving throws against the effects of Extreme Cold.
- Farmer’s Second Wind: You can use a Bonus Action to swallow the sediment, regaining 1 Hit Point. If you are at your maximum hit points, you instead gain 5 Temporary Hit Points.
- Soil Sense: As an action, you gain the benefits of the Detect Magic spell for 1 minute, but only for detecting magical properties or crystalline residues within soil, rock, or dirt.
- Weight: 1 lb..
Knave (2nd Edition)
Unique Name: Amber-Grit
- Description: A liquid meal in a jar. It is opaque, orange, and smells of woodsmoke.
- Item Slots: 1 Slot (Contains 3 uses).
- Game Mechanics:
- Endurance: While active, the user gains Advantage on Saves versus exhaustion or environmental hazards related to cold and labor.
- Recovery: Consuming a use restores 1 HP. This follows the standard rules for food; if the user has already eaten their daily limit, the HP is lost but they still feel “Ground Cells” (the Earth-Bound Vitality).
- Identify Soil: The user can spend 10 minutes (Active Activation) to automatically identify the mineral content or magical “dead zones” in the ground within a 20-foot radius.
- Quality: 10 (Item HP). If the jar is hit, it shatters, creating a patch of slippery, sticky mud in a 5-foot square.
Fate Core
Unique Name: Hearty Earth-Infusion
- Description: A thick, warm, and grainy brew that tastes of toasted barley and deep-earth minerals. It provides a sense of profound stability and warmth to the consumer.
- Item Aspects:
- Internal Hearth: Can be invoked to resist cold environments or magical frost.
- Grit-Determined Endurance: Can be invoked when performing heavy manual labor or enduring long travels.
- Game Mechanics:
- Stunt (One-Time Use): Once per scene, you may consume the sediment at the bottom to clear your lowest-level physical stress box or gain a +2 bonus to a physical Defend action.
- Soil Sense: Spend a Fate Point to discover a hidden feature or vulnerability in the local terrain, such as magical depletion or hidden crystalline pockets.
Numenera & Cypher System
Unique Name: Lithic Nutrient Paste
- Description: A dense, ochre-colored fluid contained in a clay jar. It vibrates with a low-frequency hum when activated by body heat.
- Level: 1D6.
- Form: A heavy clay mug or ceramic flask containing a thick, gritty suspension.
- Effect:
- Passive: For one hour per Cypher level, the user gains an Asset on all Might-based tasks related to endurance or manual labor. The user is also immune to the effects of extreme natural cold.
- Active (Farmer’s Second Wind): The user can swallow the mineral-rich dregs as an action to restore a number of points to their Might Pool equal to the Cypher level.
- Active (Soil Sense): The user can spend one minute concentrating to perceive the composition of the earth within 20 feet, identifying minerals or magical residues.
Pathfinder (2nd Edition)
Unique Name: Volcanic Mash Potion
- Item Type: Potion, Consumable, Earth, Magical.
- Level: 1.
- Price: 3 Gold Pieces.
- Usage: Held in 1 hand; Bulk: L.
- Activation: Single Action (Interact).
- Effect:
- Internal Hearth: For 2 hours, you gain cold resistance equal to your level + your Tier (minimum 2) and treat environmental cold as one step less severe.
- Farmer’s Second Wind: Upon drinking the sediment, you regain 1d4 Hit Points. If you are already at full HP, you gain these as Temporary Hit Points that last for 1 hour.
- Soil Sense: For the duration, you gain a +2 item bonus to Nature or Perception checks to identify soil quality, find hidden crystalline veins, or detect magical anomalies in the ground.
Savage Worlds (Adventure Edition)
Unique Name: Agrarian Power-Brews
- Description: A gritty, ochre-colored beverage that feels like a solid meal in liquid form.
- Game Mechanics:
- Passive (Earth-Bound Vitality): The imbiber receives a +2 bonus to all Vigor rolls made to resist Fatigue from labor or travel for the remainder of the session.
- Passive (Internal Hearth): The character gains a +4 bonus to rolls made to resist environmental Cold.
- Active (Farmer’s Second Wind): As an action, swallowing the dregs allows the character to immediately heal one level of Fatigue or restore 1 Wound (if the Wound was sustained in the current scene).
- Active (Soil Sense): By spending a minute in concentration, the user gains the equivalent of the detect magic power, limited specifically to earth, minerals, and subterranean magic.
Shadowrun (6th World Edition)
Unique Name: Neo-Primitive Nutri-Sludge
- Description: A thick, soy-barley hybrid mash fortified with volcanic minerals and trace mana-sensitizers. It is favored by sprawl-farmers and those living off the grid.
- Item Category: Consumable, Survival Gear.
- Game Mechanics:
- Internal Hearth: For 2 hours after consumption, the user gains a +2 dice pool bonus on Body tests to resist environmental cold or fatigue from manual labor.
- Farmer’s Second Wind: As a Minor Action, the user can swallow the Mana-infused dregs to immediately heal 1 box of Stun damage or gain 2 Temporary Hit Points. This may only be used once per day.
- Soil Sense: The user gains the “Astral Perception” trait for 1 minute, but only for the purpose of detecting manaline fluctuations or crystalline deposits within the earth.
- Wireless Bonus: None (This item is strictly analog/mundane).
- Cost: 10 ¥.
Starfinder (2nd Edition / Playtest)
Unique Name: Volcanic Mineral Ration (VMR)
- Description: A dense, ochre-colored nutrient suspension designed for planetary pioneers. It utilizes bio-engineered volcanic grains to provide internal thermoregulation.
- Item Level: 1; Price: 5 Credits.
- Bulk: L.
- Game Mechanics:
- Internal Hearth: Provides a +2 item bonus to Fortitude saves against extreme cold and environmental hazards for 2 hours.
- Farmer’s Second Wind: As an Interact action, the user may consume the sediment to regain 1d4 Stamina Points. If Stamina is full, these are treated as Temporary Hit Points.
- Soil Sense: For the duration, the user gains a +2 bonus to Life Science or Physical Science checks to analyze geological samples or detect subterranean anomalies.
- Tags: Consumable, Earth-Aspected.
Traveller (Mongoose 2nd Edition)
Unique Name: Frontier Mash
- Description: A primitive, high-calorie liquid meal often carried by colonists on low-tech volcanic worlds. The sediment contains trace radioactive minerals that provide a slight heating effect.
- Tech Level (TL): 1; Cost: Cr5.
- Weight: 0.5 kg.
- Game Mechanics:
- Internal Hearth: Grants a +1 DM to any END check made to resist the effects of cold or physical exhaustion for 2 hours.
- Farmer’s Second Wind: If consumed while the traveller has suffered damage to their physical characteristics, they may immediately restore 1 point to their END characteristic. This effect is limited to one use per 24-hour period.
- Geological Intuition: The user gains a +1 DM to any Science (Geology) or Recon check involving the analysis of local terrain or soil quality.
Warhammer (Age of Sigmar: Soulbound)
Unique Name: Ghyranite Grit-Brew
- Description: A thick, gritty brew made from grains grown in the volcanic soils of Chamon or Ghyran. It pulses with a faint, grounding life-energy.
- Availability: Common; Cost: 10 drops of Aqua Ghyranis.
- Game Mechanics:
- Internal Hearth: For 2 hours, the character is immune to the effects of Minor environmental cold and gains an additional 1d6 to their dice pool for tests to resist exhaustion.
- Farmer’s Second Wind: As an Action, the character may spend 1 Mettle to consume the dregs, instantly recovering 1 Toughness. This can also be used during a rest to increase HP recovery by the character’s Soul tier.
- Soil Sense: The character gains the “Witch-Sight” trait for 1 minute, though it is limited to sensing corruption or magical veins located within the ground.
- Tags: Consumable, Nutritious, Gritty.
