Lore: In the humid, resource-rich jungles and the misty industrial harbors of Saṃsāra, the ability to extract pure fluids—be they rare floral nectars, medicinal saps, or alchemical condensates—is a vital trade. The TCM 274 was developed by a lineage of “Fluid-Seekers” who possessed memories of advanced laboratory distillation from a world of glass and steel. This item consists of a pair of heavy, translucent gauntlets made from processed “slimesilk” and embedded with hollow acupuncture needles made of resonant silver. The gauntlets act as a biological siphon, using the wearer’s own “qi” to create a pressure differential that draws liquids toward the palms without contamination. They are often worn by alchemists’ apprentices who must harvest dangerous or ethereal fluids from the many unique monsters and plants of the high-magic realms.
Detailed Stats
- Tier: 1
- Rarity: Common
- Item Slot: Hands (Gloves/Gauntlets)
- Material: Translucent Slimesilk, Hollow Silver Needles, Porous Jade
- Weight: 1.2 lbs
- Attunement: Required (1 minute)
Skills Gained (While Openly Worn)
- Anatomical Sourcing: The wearer gains an instinctual eye for where the most potent fluids are stored within a creature or plant. This provides a bonus to roles involving the harvesting of materials or the identification of biological weak points.
- Toxin Filtration: The wearer learns to recognize the subtle “scent” of impurities within a liquid by the way the qi reacts to it, allowing for the roleplay of a master taster or alchemical quality-controller.
Passive Magics
- Capillary Attraction: The porous jade in the palms creates a constant, low-level magnetic-like pull on uncontained liquids. Small spills or droplets within a few inches are naturally drawn toward the gauntlets rather than soaking into the ground.
- Surface Tension Mastery: While worn, the avatar can touch the surface of a liquid without breaking it. This allows the wearer to “walk” their hands across the surface of water or acid as if it were a solid membrane, preventing the liquid from splashing onto their skin.
Activable Magics
- Meridian Siphon: Once per long rest, the wearer can insert the silver needles into a source (a plant, a fallen monster, or a container) and chant a rhythmic drawing-spell. This rapidly extracts up to one gallon of pure fluid per minute, filtering out sediment and large impurities through the gauntlet’s internal magic circuits.
- Osmotic Barrier: As an action, the wearer can force their qi into the gauntlets to make them completely hydrophobic. For five minutes, the gauntlets (and anything held within the palms) are protected from being wetted, stained, or corroded by any liquid, including magical slimes or alchemical fires.
Tags: TCM, Fluid-Collecting, Alchemy, Harvesting, Support, Hands-Slot, Common, Tier-1, Extraction, Filtration, Hydrophobic, Osmosis, Anatomical, Siphon, Purity, Resource-Gathering, Distillation, Essence-Extraction, Hydrokinetic, Ichor-Gathering, Lab-Quality, Medicinal-Sap, Nectar-Sorbent, Precision-Draw, Purity-Control, Sluice-Magic, Translucent-Gear
In the world of Saṃsāra, the TCM 274 of the Vein-Deep Osmosis is a specialized tool highly valued by those in the alchemical and pharmaceutical trades. Because the world is a high-magic setting with a “sellers’ market” mentality, finding these gauntlets requires visiting locations where resource extraction and refinement are primary industries.
How the Item is Obtained
- Alchemical Apprenticeship: Many young avatars receive a weathered pair of these gauntlets as part of their training under a Master Alchemist. They are often “hand-me-downs” that have been re-attuned multiple times over centuries.
- Harvesting Expeditions: Groups that travel to uncharted islands specifically to collect rare “Fluid-Magic” nectars or monster ichor carry these as standard gear. They can sometimes be scavenged from failed expedition camps in the deep jungles.
- Steam-Distillery Guilds: The guilds that manage the massive steam-magic power plants in megacities often manufacture these to handle the volatile elemental fluids required to keep the gears turning.
Types of Shops and Market Locations
- The Apothecary’s Supply (Industrial Metropolises & Skyscrapers)
- Description: These shops are usually found in the “Wet Districts” of a city, characterized by constant steam and the sound of bubbling vats. The walls are lined with glass jars containing preserved specimens and glowing fluids.
- The Buying Experience: The shopkeeper will likely be an older avatar with stained hands. They will insist on watching you perform a “meridian check” to ensure your qi can handle the pressure differential of the Osmotic needles.
- Cost: 20 to 25 Silver. The price is steep due to the “Purity-Control” certification that comes with city-made alchemical gear.
- The Jungle Trading Post (Outpost Islands & Frontier Docks)
- Description: Rough-hewn wooden shacks located on the edge of massive, unexplored wildernesses. The shop smells of damp earth and pungent resins. Mechanical pulleys out front are used to hoist large containers of raw sap for trade.
- The Buying Experience: This is a “buyer beware” environment. The TCM 274 gauntlets here are often used and may have minor staining from previous extractions. You are expected to barter, potentially trading local rare fluids for a discount on the gear.
- Cost: 15 to 18 Silver. A lower price point reflects the wear and tear and the lack of a formal “Mind’s Eye” guarantee.
- The High-End Alchemical Emporium (Floating Cities & Wealthy Districts)
- Description: Pristine, quiet, and smelling of lavender and ozone. These shops cater to the elite “Fluid-Seekers” who collect only the most refined essences for the gods or nobility.
- The Buying Experience: You are served by an assistant who uses a high-tier Mind’s Eye tool to show you the internal magic circuits of the slimesilk. The gauntlets here are often dyed in vibrant colors and are kept in velvet-lined boxes.
- Cost: 3 to 5 Gold. The extreme markup covers the “Distillation” quality and the aesthetic prestige of owning “unused” gauntlets.
Selling the Item
- To a Lab Technician: A local researcher will typically offer 10 Silver, as they see the item as a utility tool that will eventually be worn out by caustic fluids.
- To a Scrap Merchant: In the slums or mechanical docks, they might only offer 50 Copper to 1 Silver, valuing the item only for its “resonant silver” needles and the jade components rather than its functional magic.
In the world of Saṃsāra, the TCM 274 of the Vein-Deep Osmosis is utilized by roleplayers to manipulate the liquid state of the environment. While its primary purpose is resource gathering, the ability to control surface tension and pressure differentials makes it a formidable tool for those who understand the fluid dynamics of high-magic realms.
Offense: The Pressure Strike
Offensive roleplay with the TCM 274 centers on the internal fluids of an adversary or the strategic manipulation of hazardous liquids.
- Jungle Ruins and Backwoods: Against monsters with high liquid content (such as slimes, giant insects, or plant-based creatures), the avatar uses the Meridian Siphon offensively. Roleplay describes the silver needles extending as the avatar strikes a “levitation node” or a vital vein. Instead of just dealing damage, the character describes the horrifying sensation of the target’s internal essences being forcefully drawn toward the gauntlets, causing the creature to wither or lose its structural integrity.
- Industrial Metropolises: In skyscraper-filled metropolises, offense involves the Capillary Attraction passive. An avatar might roleplay “sculpting” a pool of spilled alchemical oil or steam-condensate into a cohesive lash or projectile. By concentrating their qi, they can pull these fluids toward their palms and fling them at a foe, using the gauntlets to maintain the liquid’s lethal shape until impact.
- Underwater Population Centers: In submerged cities, offense is roleplayed through the manipulation of the surrounding water. The avatar uses the Meridian Siphon to create a localized “vacuum pocket” in front of an opponent’s face or gills, momentarily depriving them of oxygen-rich water and causing disorientation or panic.
Defense: The Hydrophobic Shield
Defensive roleplay focuses on the avatar’s immunity to liquid-based hazards and their ability to stay “untouched” by the environment.
- Deathly Areas and Dark Cave Systems: When facing foes that spit acid, venom, or magical slimes, the Osmotic Barrier is the primary defense. Roleplay describes the avatar raising their hands as a shimmering, hydrophobic field erupts from the palms. The character describes the deadly liquid hitting the barrier and instantly “beading off” like water on a hot mechanical boiler, leaving the avatar and their gear completely dry and unharmed.
- Normal Areas (Sailing Ships and Docks): During a storm at sea or a battle on a wet dock, the Surface Tension Mastery is used for defensive mobility. The avatar roleplays “skating” across the surface of the waves or slick, oil-covered decks. By treating the liquid surface as a solid, they can maintain a perfect defensive stance while their opponents slip and struggle with the terrain, effectively doubling their perceived stability in combat.
- Designated Safe Areas (Labs and Infirmeries): Defense here is about “Toxin Filtration.” Roleplay involves the avatar intercepting a suspected poison or contaminated fluid intended for an ally. The character describes catching the liquid in their gauntlets, where the internal magic circuits hum, neutralizing the harmful qi of the toxin before it can touch anyone, turning a potential assassination attempt into a harmless puddle of inert water.
The Gestalt Perspective (Tier 2 and Above)
For a character with two or more avatars, the TCM 274 allows for coordinated “Fluid Loops.” One avatar might use the Meridian Siphon to pull the moisture out of the air (or a nearby fountain) to create a blinding mist, while the second avatar, sharing thoughts and senses, uses their own Surface Tension Mastery to strike through the mist from an angle the blinded foe cannot see. This turns the very atmosphere into a tactical extension of the character’s will.

Perception of Activation:
- User’s Perspective
- The activation begins with a rhythmic, pulsing suction against the fingertips, as if the gauntlets are “breathing” through the silver needles.
- A sensation of extreme cold, followed by a vacuum-like pull, travels from the palms up through the forearms, making the avatar feel physically connected to any liquid within their reach.
- Visually, the avatar’s Mind’s Eye highlights “veins of light” within nearby objects—even solid-looking plants or creatures—revealing the exact location and flow of internal fluids.
- Extra-sensory: The character experiences “osmotic empathy,” a fleeting sense of the temperature, viscosity, and chemical purity of a liquid just by standing near it, feeling it as a secondary pulse in their own neck.
- Observer’s Perspective
- The translucent slimesilk of the gauntlets turns a vibrant, glowing emerald as the internal magic circuits saturate with the wearer’s qi.
- The hollow silver needles emit a faint, melodic “thrumming” sound, similar to a high-pressure steam valve vibrating at a distance.
- Droplets of moisture in the air or nearby spills begin to levitate slightly, trembling and elongating toward the avatar’s palms in defiance of gravity.
- Extra-sensory: Nearby avatars with sensitive Mind’s Eyes perceive a “hollow” scent, like the air after a heavy rainstorm or the metallic tang of a steam-distillery, radiating in a three-foot radius around the gauntlets.
- Positives
- The avatar feels a total mastery over their immediate physical environment, losing the fear of slipping on wet surfaces or being contaminated by hazardous splashes.
- A sense of “clinical detachment” washes over the user, allowing them to perform precise extractions even in the heat of combat or amidst chaotic mechanical failures.
- Physical strain in the hands and wrists is neutralized by the slimesilk’s supportive qi, allowing for hours of repetitive harvesting without cramping or fatigue.
- Negatives
- Upon deactivation, the avatar often suffers from “phantom thirst,” an intense psychological craving for water that lasts for several minutes.
- The sudden return of normal surface tension can make the avatar feel “heavy” and “sticky,” as if the atmosphere is suddenly pushing against them with more force than before.
- Extra-sensory: If used to siphon fluids from a sentient or magical creature, the avatar may experience “residual memory echoes”—brief, disorienting flashes of the creature’s last biological instincts or emotions.
Crafting Recipe: The Siphon of the Emerald Meridian (TCM 274)
Materials Needed
- Processed Slimesilk (2 Sheets): Harvested from the Giant Gastropods of the low-level marshes; must be cured in vinegar to maintain its translucency and elasticity.
- Resonant Silver (1 Ounce): A high-conductive alloy that hums when qi is applied; used to forge the hollow acupuncture needles.
- Porous Jade Plugs (2): A rare, “breathing” stone found in steam-vents; acts as the primary filter and magnetic anchor for capillary attraction.
- Alchemical Bonding Resin: A sticky, hydrophobic sap used to seal the silver needles into the slimesilk without leaks.
- Vial of Pure Distilled Water: Used to “prime” the internal magic circuits during the final assembly stage.
Tools Required
- Micro-Needle Forge: A small, high-precision furnace used to shape the hollow silver needles without collapsing the internal channels.
- Mind’s Eye Loupe: A magnifying lens that allows the crafter to see the flow of qi through the slimesilk fibers.
- Vacuum Chamber (Steam-Powered): Used to draw out air bubbles from the resin and ensure a perfect, airtight seal between materials.
- Jade Drill: A diamond-tipped tool used to create the microscopic pores in the jade plugs.
Skill Requirements
- Meridian Engineering (Novice): The ability to map biological energy paths onto inanimate materials.
- Precision Smithing (Basic): Experience in working with delicate, hollow metals like resonant silver.
- Fluid Dynamics (Basic): An understanding of how pressure and surface tension interact within high-magic environments.
Crafting Steps
- The Jade Priming: Drill thousands of microscopic holes into the jade plugs. Once finished, soak them in the vial of pure distilled water for twelve hours until the stone becomes translucent and cool to the touch.
- Forging the Needles: Heat the resonant silver until it is malleable. Roll it into thin, hollow tubes no wider than a hair. Sharpen the tips using a whetstone while chanting a “drawing-mantra” to imbue the metal with the intent of extraction.
- The Slimesilk Binding: Cut the slimesilk to match the avatar’s hand measurements. Use the Alchemical Bonding Resin to attach the jade plugs to the center of the palms and the silver needles to the fingertips and knuckles.
- Circuit Mapping: Using the Mind’s Eye Loupe, stitch threads of resonant silver wire through the slimesilk, connecting the needles to the jade plugs. This creates the “Osmotic Circuit” that will eventually carry the wearer’s qi.
- Vacuum Sealing: Place the assembled gauntlets into the Steam-Powered Vacuum Chamber. Apply heat and pressure to fuse the layers of slimesilk together, ensuring the internal channels are hollow and the exterior is completely hydrophobic.
- The First Draw: To activate the item, the crafter must wear the gauntlets and perform a “Meridian Siphon” on a bowl of colored dye. If the dye is drawn into the jade without staining the user’s skin, the TCM 274 is successfully calibrated.
Siphon-Sage and Drying of Emerald Sea
In the epoch before the Great Consolidation, when the lands of Saṃsāra were yet soft like the belly of a newborn dragon, there lived a physician-artisan named Master Bo. It is whispered in the stone-tablets of the sunken archives that Master Bo possessed a “thirst-that-cannot-be-quenched,” not for the rice-wine of the mortals, but for the hidden “juices” of the world. He sought to bottle the essence of the stars and the blood of the earth-roots, but his jars were clumsy and his fingers did leak the “qi-gold” into the dirt.
Master Bo journeyed to the Submerged Palace of the Slime-Queen, a being whose ancestry was of the primeval ooze from a world where water was the only god. She sat upon a throne of living coral that did breathe with a slow, wet rhythm. “I wish to touch the heart-fluids without the sin of touch,” Bo cried, his hands shaking like the leaves of a willow. The Queen did not speak with a mouth, but with a ripple in the “osmotic-layer.” She said, in a tone that sounded like bubbles breaking in a deep well, “You are a vessel that is full of holes. To take, you must first learn to be a void.”
For twelve cycles of the silver-moon, the Queen gathered the silk of the Great Snail and the hollow-bones of the silver-fish. She soaked these in a vat of “pure-nothingness” and the nectar of the “Unseen Lily.” The vapors from this vat were so “dry-giving” that the surrounding sea turned into a desert of salt. She wove the silk while submerged in a pool of liquid jade, her needles moving like the darts of a water-bug.
When the gauntlets were finished, they were not of leather, but of a “skin-that-is-not-skin,” clear as the mountain spring. She fixed them to Bo’s wrists. The ancient translation says: “The silver did sting the veins with the cold of a thousand winters, and the water did bow down before the hands of the Master.” Bo reached out and touched a raging waterfall, and the water did part before him, for the “Surface Tension Mastery” made the torrent as a solid wall of glass.
Bo traveled far. He siphoned the “meridian-milk” from the volcanic-veins of the Fire-Islands. He did not use a bucket, for the gauntlets drew the fire into his flasks through the air-weather of the “Vein-Deep Osmosis.” He grew powerful and wealthy, for he possessed the “purity-key” to every liquid in Saṃsāra. But Bo grew greedy. He attempted to siphon the “Emerald Sea” itself—the source of all life-tides—to bottle it for the gods. As he struck the needles into the Great Current, the “osmotic-backflow” was so violent that it turned his own blood into salt. He became a translucent statue of brine, his hands still reaching for a tide that no longer wished to be held.
The original TCM 274 gauntlets were found by a pearl-diver eons later, the slimesilk still pulsing with the rhythm of Bo’s final greed. They were copied by the alchemical-smiths of the high-tiers, but the number 274 serves as a warning of the many who drowned in their own thirst for the essence.
The Moral of the Story: The hand that seeks to take everything from the world’s veins will eventually find its own heart emptied by the same pressure, for a siphon works both ways.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Unique Name: The Osmotic Siphons of Master Bo
- Item Type: Artifact / Alchemical Tool
- Game Mechanics:
- Ichor Extraction: When harvesting fluids from a defeated Mythos entity or unusual biological specimen, the user gains a Bonus Die on Science (Biology) or Science (Chemistry) rolls to successfully isolate a pure sample.
- Surface Tension Mastery: By spending 1 Magic Point, the wearer can steady themselves on a slippery or liquid surface. This grants a Bonus Die to DEX or Dodge rolls made in environments like rain-slicked docks or flooded tunnels.
- Meridian Siphon (Active): The user can attempt to draw fluid directly from a living target. This requires a Fighting (Brawl) roll. If successful, the target takes 1D4 damage from rapid dehydration and must pass a Hard CON roll or suffer a penalty die on all physical actions for 1 hour.
- Sanity Cost: 0/1D2. The sensation of feeling the internal “pulse” of a target through the needles is unnerving and clinically detached.
Blades in the Dark
Unique Name: Slimesilk Siphon-Gloves
- Item Type: Arcane Tool (1 Load)
- Game Mechanics:
- Efficient Harvest: When you Study or Tinker to extract essences from alchemical vats or strange creatures, you gain +1 Effect.
- Osmotic Barrier: You may spend 1 Stress to resist a consequence stemming from liquid-based hazards (acid, poison gas, or alchemical fire). The gauntlets neutralize the contact completely.
- Hydrophobic Movement: You can Prowl across liquid surfaces (like the canals of Doskvol) as if they were solid ground for a few moments, provided you keep moving.
- Flavor: The translucent material turns a deep, bruised purple when it is saturated with high-potency electro-plasm.
Dungeons & Dragons (5th Edition)
Unique Name: TCM 274 Gauntlets of the Vein-Deep Osmosis
- Item Type: Wondrous Item, Common (Requires Attunement)
- Game Mechanics:
- Alchemical Sourcing: You have advantage on Intelligence (Nature) and Wisdom (Survival) checks made to harvest poisons, saps, or medicinal fluids from plants and creatures.
- Water Walker: You can walk on the surface of any liquid as if it were solid ground. If the liquid is harmful (like acid or lava), you still take damage, though the Osmotic Barrier (below) can mitigate this.
- Osmotic Barrier (1/Day): As a reaction when you would take acid or poison damage, you can activate the gauntlets to gain Resistance to that damage type for 1 minute.
- Siphon Strike: As an action, you can make a melee spell attack against a creature. On a hit, you deal 1D6 necrotic damage, and the gauntlets fill a small vial with the creature’s vital fluids.
- Syntax: Occupies the hands slot. Requires skin contact to function.
Knave (2nd Edition)
Unique Name: Silver-Needle Extraction Mitts
- Item Type: Gear (1 Slot)
- Game Mechanics:
- Quality: 3/3 (Losing 1 Quality if used to siphon highly corrosive acids).
- Passive: The wearer can handle any liquid, regardless of heat or toxicity, without taking damage to their hands.
- Extraction: By spending 10 minutes and using the needles on a corpse or rare plant, the wearer can produce one Dose of a liquid that mimics a basic potion (Healing, Strength, or Speed) depending on the source.
- Water Tread: The wearer can move across water at half speed without sinking. If they stop moving, they sink as normal.
- Restriction: The needles are delicate; if the wearer rolls a natural 1 on an attack roll while wearing these, the needles break, and the item becomes useless until repaired at a forge.
Fate Core / Fate Condensed
Unique Name: TCM 274 Osmotic Siphoning Gauntlets
- Item Type: Extra (1 Refresh)
- Aspect: Fluid Mastery at My Fingertips
- Game Mechanics:
- Anatomical Sourcing: Gain a +2 bonus to Create an Advantage using Lore or Crafts when identifying or preparing biological or alchemical fluids.
- Surface Tension Mastery: You may use Athletics to move across or stand on liquid surfaces as if they were solid ground.
- Meridian Siphon (Active): Once per scene, when you succeed on a Fight attack against a biological target, you may choose to reduce the damage by 1 to create a Dehydrated or Drained aspect on the enemy with one free invoke.
- Cost: If the item is damaged or “clogged” by impure qi (a compel on its Aspect), it requires a Crafts roll to clear the needles.
Numenera & Cypher System
Unique Name: Ichor-Drawing Slimesilk Mitts
- Item Type: Artifact (Level 3)
- Depletion: 1 in 1d20
- Game Mechanics:
- Osmotic Extraction: When used to harvest numenera fluids or biological essences, the task difficulty is decreased by one step.
- Hydrophobic Protection: The wearer gains +2 to Armor against any attack that is purely liquid-based (acid spray, water jets, etc.).
- Meridian Siphon (Action): The wearer can drain a liquid power source or a creature’s fluids. This restores 3 points to the wearer’s Might Pool or Speed Pool. Using this on a creature requires a melee attack and deals 3 points of damage.
- User Perspective: The palms of the gauntlets feel like they are “drinking” whenever they touch a wet surface.
Pathfinder (2nd Edition)
Unique Name: TCM 274 Siphon Gauntlets
- Item Type: Item 2 (Magical, Necromancy, Invested)
- Usage: Worn (Gloves); Bulk: L
- Game Mechanics:
- Anatomical Sourcing: You gain a +1 item bonus to Medicine checks to harvest organs or fluids and Nature checks to identify flora.
- Surface Tension Mastery: You can move across non-hazardous liquid surfaces as if they were solid ground (similar to Water Walk), but you must end your turn on solid ground or you sink.
- Meridian Siphon (Two Actions): Frequency: Once per hour. Effect: You make a melee spell attack or Athletics check against a living creature’s Fortitude DC. On a success, the creature takes 2d6 persistent bleed damage (as you thin their fluids), and you gain a temporary vial of their essence.
- Osmotic Barrier (Reaction): Trigger: You would take acid damage. Effect: You gain Resistance 5 to that instance of acid damage.
- Syntax: These gauntlets require direct contact with the source; they cannot be used through other clothing.
Savage Worlds (Adventure Edition)
Unique Name: Vein-Deep Osmosis Bracers
- Item Type: Weird Science Gear
- Game Mechanics:
- Fluid Collector: The wearer gains a +2 bonus to Survival rolls made to find water or harvest alchemical components in the wilderness.
- Surface Tension Mastery: The wearer treats water and other liquids as Normal Terrain for movement purposes.
- Osmotic Barrier: The wearer gains +4 Armor against liquid-based attacks (acids, chemical sprays, boiling water).
- Meridian Siphon: As an action, the wearer can make a Fighting roll to “sting” a target. If successful, the target must make a Vigor roll or suffer one level of Fatigue from sudden fluid loss. Fatigue recovered through this method takes 1 hour of rest and drinking water.
- Weight: 1 lb.
Shadowrun (6th World Edition)
Unique Name: Translucent Ichor-Siphon Gauntlets
- Item Type: Qi Focus (Level 1) or Specialized Gear
- Game Mechanics:
- Anatomical Sourcing: This item provides a +1 dice pool bonus to Biotech and Chemistry tests when the goal is extracting or analyzing organic liquids.
- Surface Tension Mastery: When active, the wearer gains the “Water Walk” adept power equivalent. They may move across liquid surfaces by spending 1 Minor Action per round to maintain the qi-pressure.
- Meridian Siphon (Combat): As a Close Combat attack, the wearer can attempt to drain an opponent. If successful, the attack deals standard unarmed damage (S) plus an additional 2 points of Fatigue damage as fluids are pulled through the silver needles.
- Syntax: Bonding requires 2 Karma. If used as non-magical gear, it requires a specialized battery pack (10 charges) to power the hydrophobic Osmotic Barrier.
Starfinder (2nd Edition / Playtest)
Unique Name: TCM 274 Osmotic Extraction Sleeves
- Item Type: Magic Item (Worn)
- Level: 2; Price: 450 credits
- Game Mechanics:
- Fluid Sourcing: You gain a +1 item bonus to Life Science checks to identify or harvest biological materials.
- Hydrophobic Shield (Reaction): When you would take acid damage or damage from a liquid-based effect, you can use your reaction to gain Resistance 5 against that attack.
- Surface Tension Mastery: You gain a climb speed of 15 feet that can only be used on liquid surfaces (allowing you to “walk” or “climb” along the surface of water or sludge).
- Meridian Siphon (1/Day): As a standard action, you can make a melee attack against a living creature’s Fortitude DC. On a success, the creature is Sickened for 1d4 rounds as you disrupt its internal chemistry.
- Slot: Hands.
Traveller (Mongoose 2nd Edition)
Unique Name: TL 12 Bio-Osmotic Sampling Gauntlets
- Item Type: Specialized Science Gear
- Game Mechanics:
- Precision Sampling: The wearer gains a +1 DM to all Science (Biology or Chemistry) checks involving the extraction of pure samples from alien flora or fauna.
- Osmotic Barrier: The gauntlets provide Protection 4 against corrosive chemicals, acids, and environmental liquid hazards.
- Capillary Attraction: The wearer can retrieve small liquid spills or samples from up to 10cm away without physical contact, ensuring zero contamination.
- Safety Lock: The hydrophobic properties grant a +1 DM to DEX checks to maintain grip or balance on wet or oily surfaces.
- Weight: 0.5 kg.
Warhammer (Age of Sigmar: Soulbound)
Unique Name: Chamonite Osmotic Mitts
- Item Type: Artefact (Common)
- Game Mechanics:
- Anatomical Sourcing: You gain a +1d6 bonus to Mind (Nature) or Mind (Crafting) tests when harvesting components from defeated beasts or strange plants.
- Meridian Siphon: Once per turn, when you hit a creature with an Unarmed Strike, you can choose to deal no damage and instead force the target to make a DN 4:2 Body (Fortitude) test. On a failure, the target is Restrained until the end of its next turn as you lock their internal fluids in place.
- Surface Tension Mastery: You can move across any liquid surface as if it were solid ground. If the liquid is hazardous (like the acidic blood of a monster), you take half damage from the contact.
- Lore: These gauntlets are favored by the alchemists of Chamon, who use them to extract liquid metal from the very veins of the earth.
