Lore
- Deep within the industrial skyscrapers of the central cities, the “Rule Breaker” technomancers sought a method to keep the meat-vessels of the night-shift workers perfectly synchronized with the grinding gears of the massive power cells.
- The Clockwork-Chime Cordial #592 was the result of their experimentation, designed to replace the natural need for rest with a state of heightened, mechanical awareness.
- It is believed that the recipe was first scryed by Gaialilith herself and then adapted by the monarchs to ensure that the public works and military defenses never faltered due to exhaustion.
- Commonly found in the canteens of city guards and the workshops of alchemists, this brew is the primary defense against the “Cold Shadow” of lethargy that can haunt those who work far beneath the sun-ball’s light.
Description
- The cordial is contained in a slender, metallic vial that remains at a constant, vibrating room temperature.
- When uncorked, the liquid emits a rhythmic clicking sound, much like the ticking of a grandfather clock or the distant pulse of a magic power storage cell.
- The fluid has a thin, watery consistency but carries a high surface tension, causing it to bead into perfect spheres if spilled upon a surface.
- Its aroma is a sharp, waking blend of citrus, toasted iron, and the electric smell of a fresh lightning-fire strike on volcanic dirt.
Stats
- Tier: 1.
- Rarity: Common.
- Type: Consumable / Potion.
- Standard Duration: 4 Hours.
- Price (Guarded Cities): 6 Silver Pieces (Sellers’ market rate).
- Price (Industrial Districts): 4 Silver Pieces.
Color
- A piercing, neon-electric yellow that flickers with internal sparks of silver light.
Tags
- Alertness, Technomancy, Tier 1, Common, Stimulant, Industrial, Clockwork, Neon, Electric, Citrus, Iron-scented, Vibrating, Ticking, Metallic, Vigilant, High-Tension, Electric-Yellow, Neon-Flicker, Sharp, Pungent, Synchronized, Resonant
Passive Magic
- Mechanical Vigilance: The avatar becomes immune to non-magical sleep effects and ignores the negative penalties of exhaustion for the duration of the brew.
- Heightened Synapses: The user gains a +2 bonus to Initiative rolls and any Perception checks that rely on hearing or seeing sudden movements.
- Restless Spirit: Because avatars gain nothing from a short rest in Saṃsāra, this brew provides a mental clarity that mimics the focus usually found only after a full night’s recovery, allowing the character to remain active without the “brain-fog” of long-term adventuring.
Active Magic
- Rapid-Gear Reflex: As a reaction when an enemy makes an attack against the user, the user may expend a Mana Boost point to add their Tier Dice to their AC for that single attack, roleplaying the effect as their body twitching out of the way with mechanical speed.
- The Chime of Clarity: Once during the duration, the user can snap their fingers to emit a localized sonic pulse. This pulse grants all allies within 15 feet a +1 bonus to their next Skill Check as their senses are momentarily sharpened by the resonant frequency of the cordial.
- Overdrive Pulse: If the user is at Tier 1, they may fully dominate 100% of the avatar’s focus to gain an extra Minor Action on their turn, though doing so ends the duration of the cordial immediately as the system “burns out” the stimulant.
Acquisition of Clockwork-Chime Cordial #592
- The Clockwork-Chime Cordial #592 is a common item within the world of Saṃsāra that may be obtained through several standard channels.
- An avatar may begin their journey with this item already in their possession if it was included in their inventory upon being possessed by a soul.
- Characters can acquire the brew via direct purchase from merchants, alchemists, or specialized canteens located within industrial hubs and central cities.
- It is frequently distributed as a reward for completing minor quests, particularly those involving the maintenance of city infrastructure or night-watch duties for the local monarchies.
- Skilled artisans or alchemists capable of duplicating the exact detail of the original recipe may craft this item for the party.
Trade Locations and Economic Values
- Industrial District Canteens
- Location: These are busy, steam-filled eateries located near the massive power cells and factories where night-shift meat-vessels labor.
- How it is traded: Sold in bulk or by the vial to laborers and technicians to ensure they remain synchronized with the machinery.
- Cost: 4 Silver Pieces.
- Economic Context: Prices are lower here as these districts are closer to the “Rule Breaker” technomancers who produce the cordial in larger quantities.
- Guarded Central Cities
- Location: High-traffic urban centers where the monarchy’s influence is strongest and designated safe areas are common.
- How it is traded: Found in licensed apothecary shops and upscale taverns that cater to adventurers and city guards.
- Cost: 6 Silver Pieces.
- Economic Context: This represents a “sellers’ market” rate where the cost of access, transport taxes, and gate fees are passed on to the buyer.
- Military Outposts and Watchtowers
- Location: Fortified structures at the edges of city walls or along major trade routes used by covered wagons.
- How it is traded: Often traded between soldiers or sold by quartermasters to those tasked with long-term vigilance.
- Cost: 8 Silver Pieces or Renown Points.
- Economic Context: In these more remote or high-stakes areas, availability is lower, and the price reflects the premium placed on alertness in potentially unsafe environments.
- Independent Alchemical Stalls
- Location: Pop-up markets in somewhat safe areas or within the sprawl of large island continents.
- How it is traded: Sold by independent vendors who may have modified the brew or falsified its lineage to claim it was made by a famous “Rule Breaker”.
- Cost: 5 to 10 Silver Pieces.
- Economic Context: The price is highly variable; buyers must beware as vendors negotiate based on the perceived desperation or wealth of the avatar.
Combat and Strategic Applications of Clockwork-Chime Cordial #592
- In the world of Saṃsāra, the consumption of Clockwork-Chime Cordial #592 represents a conscious decision to synchronize one’s physical meat-vessel with the rigid, unwavering rhythm of the machine, prioritizing vigilance over the natural ebb and flow of organic life.
Offensive Roleplay Applications
- Mechanical Initiative: An avatar utilizing this brew can roleplay the “Mechanical Vigilance” as a sudden, jerky transition from stillness to action, moving before their foes can react as their synapses fire with electric-yellow sparks.
- The Chime of Clarity (Tactical Pulse): In a combat engagement, the user can roleplay the activation of the “Chime of Clarity” by snapping their fingers or striking a metallic piece of gear, creating a resonant frequency that momentarily sharpens the focus of all allies within 15 feet.
- Overdrive Execution: A Tier 1 avatar may roleplay the “Overdrive Pulse” by allowing the cordial to fully dominate their focus, pushing their body into a state of hyper-accelerated movement to gain an extra action, even if it results in the premature burnout of the stimulant’s effects.
- Industrial Precision: In offensive maneuvers involving complex machinery or high-pressure steam systems, the user roleplays their movements as precise and calculated, ignoring the “brain-fog” of long-term adventuring to strike at structural weaknesses with clockwork accuracy.
Defensive Roleplay Applications
- Rapid-Gear Reflex: When targeted by an attack, the user roleplays the “Rapid-Gear Reflex” as a series of involuntary, high-speed twitches that move the avatar out of the path of a blade or spell, utilizing their Tier Dice to bolster their defense with mechanical speed.
- Vigilance Against Ambush: In unsafe or deathly areas, the avatar roleplays their heightened senses by reacting to the “ticking” of the environment, catching the sound of a distant footfall or the subtle shimmer of a hidden foe that others would miss due to exhaustion.
- Defying the Cold Shadow: During long watches in the freezing dark of the subterranean industrial districts, the user roleplays an immunity to lethargy, standing as an unblinking sentinel while the electric smell of the brew keeps the “Cold Shadow” of non-magical sleep at bay.
- Sustained Focus: Since avatars receive no benefit from short rests in Saṃsāra, the cordial is used defensively to maintain a high level of mental defense and perception throughout a grueling session, roleplaying the absence of fatigue despite continuous physical or mental strain.
Environmental Dynamics
- In Industrial Skyscrapers: The user may roleplay their heartbeat syncing with the distant pulse of the city’s power cells, allowing them to move through the grinding gears and high-vibration zones without losing their footing or focus.
- In Guarded Safe Areas: While AC is tripled in these zones, the user may roleplay the cordial’s effects as an almost unnerving level of stillness, their eyes darting with neon-electric flickers as they monitor every social interaction for potential threats.
- In Unsafe Areas: As AC is cut in half, the user roleplays a state of “High-Tension” readiness, where the “Clockwork-Chime” ticking in their ears acts as a constant reminder of the nearby dangers, forcing them to rely on their “Rapid-Gear Reflex” for survival.

Perception of Activation:
- User’s Perspective
- Sight: The thin liquid suddenly ignites into a piercing, neon-electric yellow, with brilliant silver sparks spiraling upward like winding clock springs.
- Smell: A sharp, nose-stinging ozone scent fills the sinuses, followed by a metallic tang of toasted iron and a bitter, concentrated citrus zest.
- Touch: A rhythmic, high-frequency vibration travels through the fingers and into the jaw once swallowed, followed by a cold, prickling sensation that crawls across the scalp.
- Taste: The liquid feels like drinking a battery; a tart, electric sourness that causes the tongue to twitch and the throat to tighten momentarily.
- Hearing: A clear, resonant chime echoes inside the user’s skull, followed by a persistent, rapid “tick-tick-tick” that matches the rhythm of their accelerating heartbeat.
- Extra-Sensory (Mechanical Vigilance): The user perceives the passage of time as if it were a series of distinct, static frames, allowing them to see the “gears” of motion in the world around them.
- Extra-Sensory (Aetheric Jolt): A perception of fine, silver lines connecting the user to the mechanical vibrations of nearby city power cells or steam pipes.
- Observer’s Perspective
- Sight: The user’s pupils contract to pinpoints, and a faint, electric-yellow glow flickers behind their retinas; their movements become sudden, jerky, and terrifyingly precise.
- Smell: A sudden waft of ozone and “fresh lightning” emanates from the user, momentarily overpowering the ambient scents of the environment.
- Hearing: A localized “pinging” sound, like a hammer striking a tuning fork, is heard at the moment the vial is drained.
- Extra-Sensory (Vibrational Wake): Those standing near the user may feel a slight static charge on their skin, as if the air around the user is being pressurized by a mechanical force.
- Positives
- Instant Readiness: Grants an immediate +2 bonus to Initiative and heightens all sensory Perception for the purpose of detecting movement.
- Exhaustion Negation: Allows the avatar to function at peak efficiency despite long periods without rest, bypassing the typical “brain-fog” of the meat-vessel.
- Reflexive Speed: Enables the “Rapid-Gear Reflex,” allowing the user to dodge attacks with unnatural, mechanical swiftness.
- Negatives
- Physical Twitching: The high-tension nature of the brew causes involuntary muscle spasms, making it difficult to maintain absolute stillness or perform delicate, non-mechanical tasks.
- Sensory Overload: Sounds can become painfully loud and lights distractingly bright as the brain is forced into a state of hyper-alertness.
- The Crash: Once the duration ends or the “Overdrive Pulse” is used, the avatar may experience a sudden, jarring return to their natural state of fatigue, potentially leaving them vulnerable.
Recipe: Clockwork-Chime Cordial #592
Materials Needed
- Volcanic Citrus Zest: Five ounces of sun-dried rinds from trees grown in mineral-rich volcanic dirt to provide the sharp, waking base.
- Purified Iron Filings: Two grams of toasted, non-oxidized iron shavings to infuse the brew with a metallic tang.
- Aetheric Lightning-Capture: A sealed glass capacitor containing the residual static of a fresh lightning strike.
- High-Tension Aether-Water: One pint of water pressurized by a magic power storage cell until it achieves a watery but high-surface-tension consistency.
- Silver-Light Catalyst: A small pinch of powdered silver-leaf used to create the internal flickering sparks.
Tools Required
- Metallic Distillation Vial: A slender, reinforced metal container designed to withstand internal high-frequency vibrations.
- Technomantic Tuning Fork: A tool used to calibrate the rhythmic clicking and resonant frequencies of the cordial.
- Electric-Yellow Filter: A specialized lens or mesh used to ensure the color achieves a piercing, neon-electric hue.
- Pressure-Controlled Hearth: A heat source capable of maintaining the liquid at a constant, vibrating room temperature.
- Precision Corking Device: To seal the vial under pressure, trapping the “ticking” audio-effect within.
Skill Requirements
- Tier 1 Alchemical Proficiency: Basic understanding of mixing mundane and magical materials on Saṃsāra.
- “Rule Breaker” Technomancy: Specific knowledge regarding the synchronization of biological meat-vessels with mechanical systems.
- Aether-Handling: The ability to safely manipulate aetheric lightning and high-tension fluids without causing premature discharge.
- Industrial Engineering: Familiarity with the resonant frequencies found in central city power cells and gear systems.
Crafting Steps
- Base Infusion: Combine the high-tension aether-water with the volcanic citrus zest in the distillation vial and warm it until the scent of ozone begins to rise.
- Metallic Suspension: Slowly introduce the purified iron filings while stirring with the tuning fork to set the initial vibrational frequency.
- Electrical Charging: Carefully discharge the aetheric lightning-capture into the mixture, observing as the fluid turns a piercing neon-electric yellow.
- Visual Calibration: Add the silver-light catalyst, ensuring that internal sparks begin to spiral in a clock-spring pattern.
- Frequency Tuning: Strike the metallic vial with the technomantic tuning fork until the liquid emits a rhythmic, persistent “tick-tick-tick” sound.
- Final Sealing: Use the precision corking device to seal the vial immediately, ensuring the high-frequency vibrations remain at a constant room temperature.
Making 592 Ticking-Water
It is scratched upon the very old metal-plates that hide in the deep dark of the lowest city-roots, translated from the clumsy hand-drawings of the first metal-benders who built the sky-touching towers. In the days when the world of Saṃsāra was growing heavy with the stone-forests, the Crown-Heads who sit on the tall-chairs demanded that the work must never stop. The Crown-Heads owned all the dirt and all the air, and the meat-vessels of the common dirt-walkers had to give the heavy tax-coins just to stand on the dirt. To give the tax-coins, the Work-Circles demanded that the big iron-spinning-wheels turn in the day-light and also in the night-shadow.
But the meat-vessels were weak. The souls that sat inside the meat-vessels, even the new souls that had just remembered their past-life mind-pictures, could not force the meat to move forever. The rule of the world of Saṃsāra is that a small-sit does not heal the body or chase away the brain-fog. The meat-vessel must have the long-dark sleep to find the energy to push the heavy magic power storage cells. When the night-shadow came, the Cold Shadow of the sleep-death would fall upon the workers. Their seeing-holes would slide shut. Their hand-fingers would drop the heavy tools into the biting-gears. The big iron-spinning-wheels would stop, and the Crown-Heads would send the spear-carriers to punish the Work-Circles.
There was a man among the Rule Breakers, a thinker of the machine-magic. His name in the old tongue was The-One-Who-Eats-The-Angry-Sky-Fire. He looked at the tired meat-vessels, and he looked at the metal-ticking-boxes that count the steps of the sun-ball. He spoke to his own hearing-holes, saying, “The Earth-Mother Gaialilith made the meat-vessels to need the long-dark sleep. But the metal-ticking-box does not sleep. The magic-river does not sleep. If the magic-river can be forced into the water, and the water forced into the meat-vessel, the meat-vessel will forget the Earth-Mother’s rule and remember only the rule of the metal-ticking-box.”
The-One-Who-Eats-The-Angry-Sky-Fire began the long work of mixing. He needed a focus-thing, because the magic of the thinking-brain cannot move without the focus-thing. He made a long, thin stomach of strong metal to be his focus-thing.
First, he walked far to the hot-mountain where the dirt is angry and red. He found the trees that grow the sour-yellow-fruits. He took the skin of the sour-yellow-fruits and dried them in the sun-ball’s heat. He said, “This is the sharp knife to cut the brain-fog.” He put the sour-skins into the long metal stomach.
Second, he went to the deep caves where the rock bleeds the heavy black sand. He took the metal-sand that does not catch the rust-sickness. He put it in the fire until it smelled like burning blood. He said, “This is the hard iron to make the meat-bones stiff like the gear-spokes.” He put the toasted metal-sand into the long metal stomach.
Third, he waited on the top of the highest stone-forest tower during the great sky-sickness. When the purple-mist storm threw the angry sky-fire, he caught the invisible-push in a glass trap. He poured the heavy, thick water of the magic-river into the long metal stomach, and he pushed the angry sky-fire inside with it. He threw in the silver dust of the moon-rock.
For five hundreds and nine tens and one times, the mixing was bad. Sometimes the water turned to black smoke and made the seeing-holes blind. Sometimes the water became a sleeping-poison. Sometimes the metal stomach broke into tiny flying teeth. But The-One-Who-Eats-The-Angry-Sky-Fire did not take the long-dark sleep. He used his tier-one soul to dominate his meat-vessel completely, pushing the tiredness away with the power of his thinking-brain.
Then came the time of the five hundreds and nine tens and two mixing. The-One-Who-Eats-The-Angry-Sky-Fire put all the things into the long metal stomach. He took a two-pronged singing-metal tool. He hit the singing-metal against a hard rock, and it made a pure, vibrating sound. He touched the singing-metal to the long metal stomach.
The water inside did not explode. The water turned the color of a piercing, neon-electric yellow, brighter than the sun-ball at mid-day. Inside the yellow water, silver light-bugs swam in circles like the springs of the metal-ticking-box. The long metal stomach began to shake. It made a sound. Tick. Tick. Tick. Tick. It sounded exactly like the heart of the great city-machines.
The-One-Who-Eats-The-Angry-Sky-Fire took the ticking-water to the deep-dark under the city, where the mud-people were pushing the great power-wheels. He found a worker who was falling to the dirt. The worker’s soul was losing the fight against the Cold Shadow of exhaustion. The-One-Who-Eats-The-Angry-Sky-Fire opened the face-hole of the worker and poured the five hundreds and nine tens and two ticking-water down the throat-pipe.
The worker did a great, violent shake. The worker’s seeing-holes snapped open, and the neon-electric yellow light burned behind his eyes. The smell of the fresh sky-fire and toasted metal filled the cave. The worker stood up straight. His limbs moved with the sudden, snapping speed of a metal trap closing. He did not speak words of tiredness. He turned to the great power-wheels and began to push. He pushed with the strength of the iron and the speed of the sky-fire. When the heavy rocks fell from the cave roof, the worker twitched out of the way with the rapid-gear reflex, dodging the danger before his thinking-brain even knew it was there.
For four spans of the metal-ticking-box, the worker did not stop, did not slow, and did not seek the small-sit. His heart beat the same rhythm as the long metal stomach: Tick-tick-tick-tick.
The Crown-Heads saw this and were very pleased. They threw many heavy silver coins at The-One-Who-Eats-The-Angry-Sky-Fire. They commanded that the Work-Circles must always buy the Five Hundreds and Nine Tens and Two Ticking-Water for the night-shadow guards and the deep-dark workers. The ticking-water became the true companion of those who live in the unsafe places, keeping their seeing-holes wide and their meat-vessels twitching with the mechanical vigilance.
The moral of the telling is: When the heavy weight of the world demands that the hands never stop moving, the flesh must surrender its weakness to the machine, for the true wakefulness is not found in the morning sun, but in the electric spark trapped within the ticking bottle.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Unique Name: Ticking Alchemical Jolt
- Description: A slender metal vial containing a neon-yellow liquid that vibrates with a faint ticking sound. It smells of ozone and citrus.
- Cost: $2.00 (1920s) or 3 Credit Rating points per vial.
- Game Mechanics:
- Mechanical Vigilance: The investigator ignores all penalties from the “Fatigued” or “Exhausted” states for 4 hours. They cannot fall asleep by non-magical means during this time.
- Heightened Synapses: Provides a Bonus Die on all Listen, Spot Hidden, and DEX rolls made to react to sudden movements.
- Rapid-Gear Reflex: Once per combat, when targeted by a physical attack, the user may spend 1 Luck point to force the attacker to roll with a Penalty Die, representing a mechanical, twitching dodge.
- The Chime of Clarity: By striking the vial, the user grants all nearby allies a +5% bonus to their next skill roll as their senses momentarily sharpen.
Blades in the Dark
Unique Name: Spark-Gap Elixir
- Description: A volatile stimulant used by rail jacks and factory overseers to maintain 24-hour vigilance.
- Item Type: Alchemical (0 Load if carried in a flask).
- Game Mechanics:
- Vigilant State: You ignore the effects of Level 1 or Level 2 Harm that would cause sluggishness or lack of focus for the duration of the score.
- Heightened Synapses: You gain Potency when performing a Survey or Hunt action involving tracking motion or reacting to ambushes.
- Overdrive Pulse: You may take 2 Stress to perform an extra Action in a single heartbeat, but you take a Level 1 Harm “Jittery Exhaustion” immediately after the effect expires.
- Side Effect: While under the influence, you take -1d to any Sway or Consort actions that require a calm, steady demeanor due to your visible twitching.
Dungeons & Dragons (5th Edition)
Unique Name: Cordial of the Clockwork Sentinel
- Item Type: Wondrous Item (Potion), Common.
- Description: A thin, electric-yellow fluid that beads on surfaces. It emits a soft “tick-tick-tick” sound while inside its metallic container.
- Game Mechanics:
- Mechanical Vigilance: For 4 hours, you cannot be put to sleep by non-magical means and you ignore the effects of up to two levels of Exhaustion.
- Heightened Synapses: You have Advantage on Initiative rolls and Wisdom (Perception) checks that rely on sight or hearing.
- Rapid-Gear Reflex: When a creature hits you with an attack, you can use your Reaction to add your Proficiency Bonus to your AC for that attack, potentially causing it to miss.
- The Chime of Clarity: As an action, you snap your fingers. Allies within 15 feet gain a +2 bonus to their next ability check made within 1 minute.
Knave (2nd Edition)
Unique Name: Chrono-Zest #592
- Description: A vibrating yellow syrup that tastes like iron and lemons.
- Item Slots: 1 Slot (Provides 2 doses).
- Game Mechanics:
- Vigilance: The user ignores all penalties from lack of sleep. This lasts for 1 “Watch” (4 hours).
- Heightened Synapses: The user adds +2 to any Save or check made to detect traps or react to an ambush.
- Rapid-Gear Reflex: Once per dose, when the user would take damage, they may roll their Tier Die and subtract the result from the damage taken as they jerk out of the way.
- Overdrive: The user may choose to take a Standard Action and a Move Action at the start of any combat round regardless of their rolled initiative, but doing so consumes the rest of the potion’s duration immediately.
Fate Core
Unique Name: Ticking Alchemical Jolt
- Description: A slender metal vial containing a neon-yellow liquid that vibrates with a faint ticking sound. It smells of ozone and citrus.
- Item Aspects:
- Mechanical Vigilance: Can be invoked to ignore fatigue or non-magical sleep.
- Rapid-Gear Reflex: Can be invoked to dodge sudden attacks with jerky, mechanical speed.
- Game Mechanics:
- Passive (Heightened Synapses): The user gains a +2 bonus to Notice rolls to react to sudden movements or ambushes.
- Stunt (The Chime of Clarity): Once per scene, you may use an action to give all allies in your zone a +1 bonus to their next Skill check.
- Stunt (Overdrive Pulse): Once per scene, spend a Fate Point to take an extra action. This immediately ends all other benefits of the cordial.
- Compel: The GM may compel the Visible Twitching aspect to make delicate social interactions or stealthy movements difficult.
Numenera & Cypher System
Unique Name: Rot-Grain Dram #812
- Level: 1d6.
- Form: A slender metallic vial that remains at a constant, vibrating room temperature.
- Effect:
- Passive (Mechanical Vigilance): For 4 hours, the user gains an Asset on Might-based tasks to resist exhaustion and is immune to non-magical sleep.
- Passive (Heightened Synapses): The user gains an Asset on all Initiative rolls and Perception tasks involving hearing or sight.
- Active (Rapid-Gear Reflex): By spending 2 points from their Speed pool, the user can ease the difficulty of a Speed defense roll by one step.
- Active (Overdrive Pulse): The user may spend 3 points from their Might or Speed pool to gain one extra action. This effect ends the cordial’s duration immediately.
Pathfinder (2nd Edition)
Unique Name: Fermented Braid of Saṃsāra
- Item Type: Alchemical, Consumable, Elixir.
- Level: 1; Price: 4 Silver Pieces.
- Usage: Held in 1 hand; Bulk: L.
- Activation: Single Action (Interact).
- Effect:
- Passive: For 4 hours, you gain a +1 status bonus to Perception checks and Initiative rolls. You are immune to non-magical sleep effects and ignore the effects of the fatigued condition.
- Rapid-Gear Reflex: Trigger A creature hits you with a Strike. Effect You gain a +2 circumstance bonus to AC against the triggering attack. If this causes the attack to miss, you may move 5 feet as part of this reaction.
- The Chime of Clarity: Action (Sonic). You snap your fingers, creating a resonant chime. Allies within 15 feet gain a +1 status bonus to their next skill check within 1 minute.
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:
- Mechanical Vigilance: The user ignores penalties for Fatigue and cannot be put to sleep by mundane means for 4 hours.
- Heightened Synapses: The user gains a +2 bonus to all Notice rolls and +2 to their total for Initiative draws.
- Rapid-Gear Reflex: The user may spend a Bennie to force an opponent to re-roll a successful fighting or shooting attack made against them.
- Overdrive Pulse: The user may take one additional Action during their turn without the standard Multi-Action penalty. Using this ability immediately ends the cordial’s duration.
Shadowrun (6th World Edition)
Unique Name: Chrono-Static Stim #592
- Item Category: Alchemical Preparation (Potency 1).
- Description: A metallic canister containing neon-yellow fluid that hums with a 60Hz vibration.
- Game Mechanics:
- Mechanical Vigilance: The user ignores all penalties from the “Fatigued” status for the duration of the effect (standard 4 hours).
- Heightened Synapses: The user gains a +1 dice pool bonus to Initiative rolls and Perception tests involving visual or auditory stimuli.
- Rapid-Gear Reflex: Once per Combat Round, the user may spend 1 Edge to increase their Defense Rating by 2 against a single physical attack.
- Overdrive Pulse: The user may choose to gain one additional Minor Action during their turn. If they do so, the cordial’s effects end immediately at the start of their next turn as the user’s nervous system “burns out”.
- Cost: 40¥ (Sellers’ market rate).
Starfinder (2nd Edition / Playtest)
Unique Name: Sentinel’s Clockwork Tincture
- Item Level: 1; Price: 40 Credits.
- Bulk: L; Usage: Held in 1 hand.
- Activation: Single Action (Interact).
- Description: A pressurized vial of sparking yellow liquid that emits a rhythmic ticking when unsealed.
- Game Mechanics:
- Mechanical Vigilance: For 4 hours, you gain a +1 status bonus to Fortitude saves against sleep and fatigue effects. You are immune to non-magical sleep.
- Heightened Synapses: You gain a +1 status bonus to Perception checks and Initiative rolls.
- Rapid-Gear Reflex (Reaction): Trigger: A creature hits you with a Strike. Effect: You gain a +2 circumstance bonus to AC against the triggering attack.
- Overdrive Pulse: You may spend 1 Resolve Point to take one additional Move action on your turn. Using this ability ends the tincture’s duration immediately.
Traveller (Mongoose 2nd Edition)
Unique Name: Industrial Wake-Dram #592
- Tech Level (TL): 1 (Alchemical/Industrial variant).
- Description: A heavy, vibrating brew often used by asteroid miners and orbital technicians to maintain synchronization with station cycles.
- Weight: 0.5 kg; Cost: Cr40.
- Game Mechanics:
- Mechanical Vigilance: The user ignores the effects of Fatigue for 4 hours. They do not gain any benefits from a short rest while the drug is active.
- Heightened Synapses: The user receives a +1 DM to all Initiative checks and Recon tests.
- Rapid-Gear Reflex: When an opponent makes an attack against the user, the user may apply a -1 DM to the attacker’s roll by twitching with mechanical speed.
- Overdrive Pulse: The user may take one extra Significant Action during their turn. After this action is resolved, the user immediately suffers 1D of END damage and the drug’s effects cease.
Warhammer (Age of Sigmar: Soulbound)
Unique Name: Azyrite Cog-Cordial
- Description: A pungent, neon-yellow syrup that tastes of lightning and iron, originally crafted to keep the gear-works of Chamon turning.
- Availability: Common; Cost: 4 drops of Aqua Ghyranis.
- Game Mechanics:
- Mechanical Vigilance: For 4 hours, the character is immune to being “Frightened” by mundane means and ignores all penalties from being “Exhausted”.
- Heightened Synapses: The character adds +1 to their Initiative and gains an additional 1d6 to Mind (Awareness) tests.
- Rapid-Gear Reflex: As a Reaction, when an enemy attacks the character, the character may add their Tier to their Defense for that attack.
- The Chime of Clarity: As an Action, the character snaps their fingers to create a resonant frequency. All allies within Short Range gain a +1d6 bonus to their next Skill Test.
- Overdrive Pulse: The character may spend 1 Mettle to take an additional Action on their turn. Doing so immediately ends the cordial’s effects.
