Lore
In the subterranean hydroponic bays of the grounded star-barges, the Kaskarey laborers discovered that the nutrient-rich sludge used to feed the ancient bio-mechanical filters could be fermented. Item 429 of Fermented Barge-Mash is the result of this discovery. It is a thick, yeasty beverage that tastes of toasted grain, ozone, and a faint metallic tang. For the Tier 1 avatar, it is a staple of survival, providing both hydration and a necessary “numbing” effect against the spiritual exhaustion that permeates the ruins of Saṃsāra.
Description
The mash is typically carried in a heavy, pressurized ceramic jug wrapped in insulating wire-mesh to prevent the volatile fermentation from cracking the vessel. The liquid inside is a murky, golden-amber color with a persistent, effervescent foam that continues to bubble long after it is poured. A small copper tap is integrated into the stopper, allowing the user to dispense the liquid without exposing the entire gallon to the corrosive atmosphere of the barges.
Stats
- Slot: Consumable (1 Slot, typically strapped to the exterior of a pack)
- Quantity: 1 Gallon
- Tier: 1 (Common Rarity)
- Weight: 8 lbs.
Skills Gained While Openly Worn or Used
- Sturdy Resolve: The presence of the mash provides a psychological anchor; the user gains a bonus to checks made to resist fear or intimidation while the jug is openly displayed.
- Barge-Laborer Intuition: Drinking the mash allows an avatar to better tolerate the grueling physical labor of the scrapyards, granting a bonus to long-term endurance tasks.
- Social Lubricant: Sharing the mash provides a bonus to Persuasion or Diplomacy checks when dealing with dockworkers, engineers, or guild laborers.
Multiple Passives Magic
- Nutrient Stabilization: The mash is magically dense; one pint provides the same nutritional value as a full day’s ration, though it does not satisfy the need for clean water.
- Thermal Insulation: The wire-mesh wrapping prevents the liquid from freezing in the high-altitude sky-ports or boiling in the steam-filled lower decks of a barge.
- Spiritual Buffer: While the user has at least one pint of mash in their system, they gain a minor resistance to “Spiritual Exhaustion” effects caused by the ambient void-residue in ruins.
Multiple Active Magics
- Dull the Pain (Action): By consuming a pint of the mash, the avatar can temporarily ignore the penalties of a Level 1 Harm or a “Singed” condition for one hour.
- Volatile Breath (Utilize): The high alcohol and methane content of the mash allows the user to spit a mouthful of the liquid across a torch or spark-plate, creating a 5-foot cone of fire that deals minor damage.
- Fermentation Surge: By vigorously shaking the pressurized jug and opening the tap, the user can create a 10-foot spray of pressurized foam that coats a surface in “Slippery Residue,” functioning as a temporary grease trap.
Tags
Tier-1, Common, Consumable, Liquid, Fermented, Nutritious, Pressurized, Industrial-Brew, Kaskarey-Standard, Social-Anchor, Volatile-Fluid, Barge-Born, Nutrient-Dense, Foam-Capped, Ozone-Infused, Pressurized-Crock, Laborer-Fuel, Yeasty-Residual, Ceramic-Housed, Static-Charged, Heavy-Mash, Effervescent-Amber
In the world of Saṃsāra, obtaining Item 429 of Fermented Barge-Mash is a matter of knowing where the industrial labor is thickest. Because it is a byproduct of the bio-mechanical systems within the star-barges, it is found primarily in areas where “Barge-Mashers” have set up illicit or guild-sanctioned fermentation vats.
Methods of Acquisition
- Hydroponic Scavenging: Avatars who explore the abandoned lower tiers of grounded vessels can often find old “Filter-Sludge” that has naturally fermented over decades. While risky, this “Wild-Mash” is often the most potent.
- Laborer’s Ration: Most Tier 1 avatars who take on day-labor contracts with the Kaskarey Ship-Breakers receive a half-gallon crock as part of their daily compensation.
- Barge-Born Distilling: Those with a “Vessel-Core Distillate Kit” can produce their own mash by siphoning nutrient-rich runoff and allowing it to sit in a pressurized container near the heat of an engine manifold.
Buying and Selling in Saṃsāra
The price of Barge-Mash varies based on the pressure of the crock and the “bite” of the fermentation.
The Guild Canteen (The Industrial Hubs) These are large, echoing halls filled with the smell of yeast and sweat. The mash is dispensed directly from large, copper-bound vats into the customer’s own pressurized jug.
- Method: Sold as “Grade-A Filter Supplement.” You must have a guild token or a labor permit. The transaction is efficient, and the mash is guaranteed to be free of toxic star-vessel parasites.
- Cost: 2 to 3 Shards per gallon. (The most affordable and reliable source for a working avatar).
The “Drip” Tavern (The Low Docks) These establishments are built directly into the side of grounded barges. The mash here is often “fortified” with extra ozone or metallic salts to give it a more aggressive kick.
- Method: Sold as “Leviathan’s Lager.” It is served in ceramic crocks that are often chipped or stained with grease. The taproom is loud, and the transaction usually involves a bit of gossip or information trade.
- Cost: 5 Shards per gallon. (The price is higher due to the social atmosphere and the “strength” of the brew).
Apothecary Stalls (The Open Markets) Located in the wandering bazaars, these merchants sell the mash in decorative, wire-mesh wrapped jugs. They emphasize the “Nutrient Stabilization” properties more than the intoxicating effects.
- Method: Sold as “Liquid Rations” for travelers. The merchant will often demonstrate the “Fermentation Surge” by showing how the foam remains active even in the open air. The jugs are clean and the seals are new.
- Cost: 8 Shards per gallon. (A premium price for the quality of the vessel and the purity of the mash).
Independent Fermenters (The Scrapyard Fringe) Individual laborers who have set up their own vats in the ruins. The quality is inconsistent, and the pressurized crocks are often makeshift.
- Method: Sold as “Old Manifold’s Best.” The exchange happens in dark corners or maintenance shafts. You pay for the liquid; you provide the jug. If you don’t have a jug, they might sell you a rusted one for an extra Shard.
- Cost: 1 to 2 Shards per gallon. (The cheapest option, but carries the risk of the mash being “Spirit-Drunk” or sour).
Tactical Consumption: Applications of Fermented Barge-Mash
In the harsh, industrial ecosystem of Saṃsāra, Item 429 of Fermented Barge-Mash serves as more than just a caloric supplement. Its pressurized nature and volatile chemical makeup allow a clever avatar to utilize it as a makeshift weapon or a desperate defensive measure.
The Narrow Gantry-Ways of High-Altitude Sky-Ports
In the thin, freezing air of the mountain docks, the mash is a vital tool for maintaining warmth and territorial control.
- Offense: An avatar uses the Volatile Breath ability to flush out a sniper or a winged scavenger nesting in the rusted struts of a crane. By taking a deep draught and spitting it across a lit spark-plate from their distillate kit, they produce a sudden, violet-tinted gout of flame. Roleplay involves the avatar timing the breath with the high-altitude winds to ensure the “Ozone-Infused” fire clings to the cold metal surfaces, forcing the enemy out of cover.
- Defense: During a precarious retreat across a frozen catwalk, the avatar utilizes the Fermentation Surge. By shaking the ceramic crock and releasing the copper tap, they coat the metal path behind them in a thick, “Effervescent-Amber” foam. The avatar roleplays the frantic clatter of their boots on the dry metal while their pursuers slip and slide on the rapidly freezing, yeasty residue, potentially tumbling into the clouds below.
The Steam-Choked Engine Rooms of Grounded Barges
Within the humid, echoing bellies of the great vessels, the mash interacts with the ambient heat and pressure of the ship.
- Offense: The avatar targets an automated barge-drone or a guild enforcer by utilizing the Nutrient-Dense sludge as a blinding agent. By rupturing a pressurized crock near the target’s sensors or visor, the thick, “Yeasty-Residual” foam expands instantly in the heat. Roleplay describes the sticky, golden mash obscuring the enemy’s vision while the avatar uses their “Barge-Laborer Intuition” to navigate the familiar mechanical layout by touch and sound.
- Defense: When pinned down by heavy fire near a leaking steam pipe, the avatar uses Dull the Pain. They consume a heavy pint of the mash, roleplaying the “Sturdy Resolve” as the ozone-heavy alcohol numbs their nerves. This allows the avatar to ignore the “Singed” condition from the escaping steam long enough to reach a manual override lever and vent the room, clearing their escape path while the enemy is scalded.
The Damp, Shadow-Filled Under-Docks
In the dark, wet spaces beneath the piers where the water is stagnant and the air is heavy with spiritual rot.
- Offense: Against a pack of feral “Scrap-Hounds” or aquatic lurkers, the avatar uses the Static-Charged nature of the mash. By pouring the liquid into a shallow pool and striking it with a copper needle, the metallic salts in the brew conduct a localized shock. Roleplay involves the avatar watching the golden foam conduct a jagged, violet arc of electricity through the water, stunning the predators long enough for the avatar to deliver a finishing blow with a wrench or blade.
- Defense: Using the Spiritual Buffer property, the avatar drinks a measured amount before entering a “Void-Heavy” maintenance shaft. They roleplay the warming sensation in their gut acting as a barrier against the “Ambient Essence” of the ruins. While their companions might suffer from the creeping dread of the void-residue, the avatar remains anchored by the “Laborer-Fuel,” their mind focused on the rhythmic thrum of the fermentation rather than the whispers of the ghosts.
The Crowded Markets of the Industrial Districts
In the high-tension streets where direct violence is often met with swift guild retribution.
- Offense: The avatar uses the Social Lubricant property to subtly sabotage a rival. By “gifting” a pressurized crock of overly-fermented mash to a merchant’s pack beast, they wait for the animal to become “Spirit-Drunk” and unruly. Roleplay involves the avatar feigning innocence as the beast kicks over a display of fragile quartz vials, creating a distraction that allows the avatar to slip into a restricted alleyway unnoticed.
- Defense: When confronted by a hostile mob or a corrupt guard, the avatar utilizes the Pressurized-Crock as a non-lethal deterrent. By partially opening the tap, they create a loud, hissing “Pressure-Scream” that sounds like a manifold failure. The avatar roleplays the panic of a “Vessel-Surgics” technician, screaming about a “Thermal Meltdown,” which causes the crowd to scatter in fear of an imminent explosion, providing the avatar a clean exit.

Perception of Activation:
- User’s Perspective
- Sight: Upon tapping the seal, a violent burst of golden-amber foam erupts, swirling with tiny, bio-luminescent sparks of static electricity. The ceramic crock seems to hum, and you can see the insulating wire-mesh glow a dull, warm orange as the internal pressure stabilizes.
- Sound: A sharp, pressurized hiss-pop is followed by a heavy, wet gurgling sound. It’s a rhythmic, thumping noise from within the jug that feels like a slow, mechanical heartbeat, accompanied by the constant, aggressive fizzing of the carbonation.
- Touch: Your hand feels a sharp chill from the escaping CO2, quickly followed by the comforting, steady warmth of the insulated jacket. The jug vibrates with a persistent, low-frequency tremor that travels up your arm, making your teeth feel slightly “fuzzy.”
- Smell: A thick, heavy cloud of toasted malt and sourdough hits you first, quickly pierced by a sharp, metallic sting of ozone and the clean, stinging scent of industrial alcohol.
- Observer’s Perspective
- Sight: They see a sudden cloud of thick, yeasty vapor rising from your pack. The amber liquid glows with an unnatural, inner light, casting a warm, flickering radiance on your face and gear.
- Sound: To others, it sounds like a small, steam-venting valve has been opened. The deep, yeasty “thump-thump” of the fermentation is audible in a quiet room, sounding like a living thing hidden in your luggage.
- Touch: Those standing close feel a sudden, localized wave of warmth and the faint, tingly sensation of static electricity on their skin.
- Extra-Sensory Perceptions
- Spiritual Anchoring: To those with aetheric sensitivity, the avatar suddenly appears more “solid” and grounded. The chaotic, grey whispers of the ruins seem to slide off the user, repelled by the vibrant, golden aura of the mash.
- Barge-Resonance: You perceive a faint, psychic “echo” of the star-barge’s history. For a fleeting second, you feel the collective exhaustion and camaraderie of the thousands of laborers who have drank this same brew over the centuries.
- Metabolic Acceleration: You can feel your own heartbeat slowing to match the rhythm of the fermentation, a sensation of biological synchronization that makes the world seem to move slightly slower.
- Positives
- Instant Morale: The sudden warmth and nutrient surge provide an immediate sense of safety and “home,” even in the most hostile engine rooms.
- Tactical Distraction: The loud hiss and bright, glowing foam can be used to momentarily startle enemies or mask the sound of a comrade’s movement.
- Environmental Shield: The stabilizing aura provides a brief window of clarity and physical resilience that can be the difference between collapse and escape.
- Negatives
- Vibrational Fatigue: The constant thrumming against your hip can lead to a “numb-leg” sensation, making agile movement slightly more difficult if the jug isn’t secured properly.
- Ozone Headache: The sharp chemical scent, while invigorating at first, can lead to a dull, throbbing headache if consumed in a poorly ventilated space.
- Unwanted Attention: The bio-luminescent glow and rhythmic thumping make it nearly impossible to remain stealthy in total darkness or silence without additional muffling.
Recipe: Fermentation of the Barge-Mash (429 Sustenance-Crock)
Materials Needed
- 1 Gallon of Filter-Sludge: The nutrient-rich, bio-mechanical runoff harvested from the lower hydroponic vats of a grounded star-barge.
- 2 lbs of Toasted Scrap-Grain: Often barley or sorghum-analogues salvaged from abandoned storage silos within the industrial ruins.
- 1 Pint of Active “Starter” Culture: A living yeasty sediment harvested from a previously successful batch of “Leviathan’s Lager.”
- Aetheric Binding Salts: A small pouch of metallic salts used to stabilize the spiritual resonance of the mash and prevent “Spirit-Drunk” spoilage.
- 1 Pressurized Ceramic Jug: A heavy-duty crock capable of containing 1 gallon of liquid and withstanding internal gas expansion.
- Wire-Mesh Insulation Wrap: Copper or steel mesh to provide thermal protection and distribute static-charge.
Tools Required
- 834 Vessel-Core Distillate Kit: Specifically the bone-carved centrifuge and copper siphoning needles for initial purification.
- Heating Element (Ceramic Pulse-Plate): To maintain the “Fermentation Heartbeat” during the initial 48-hour incubation period.
- Sterilized Filtration Cloth: To strain the heavy particulates from the sludge before primary fermentation begins.
- Pressure Gauge and Relief Valve: To ensure the ceramic jug does not explode during the active carbonation phase.
Skill Requirements
- Fluid-Logic (Intelligence): To safely handle and balance the potentially toxic humors of the star-barge runoff.
- Barge-Laborer Intuition: An understanding of the optimal temperatures and vibration frequencies needed to keep the bio-mechanical cultures alive.
- Mechanical Tuning: Proficiency in managing pressurized vessels and copper-tap integration.
Crafting Steps
- Harvesting and Purification: Use the centrifuge from your distillate kit to separate the heavy industrial grease from the raw filter-sludge. Filter the remaining liquid through the sterilized cloth into a temporary vat.
- The Toast and Steep: Toast the scrap-grain on your ceramic pulse-plate until it smells of ozone and toasted nut. Add the grain to the purified sludge and steep for three hours at a steady heat to release the nutrient sugars.
- Inoculation: Allow the mixture to cool to the “Human Heartbeat” temperature. Add the active “starter” culture and the aetheric binding salts. The salts will immediately cause a faint, violet effervescence in the liquid.
- Primary Incubation: Transfer the mixture into the pressurized ceramic jug. Secure the relief valve and set the jug near a consistent heat source (or use the distillate kit’s temperature sync). Allow it to ferment for two days; the jug should begin to emit a rhythmic, low-frequency hum.
- Carbonation and Pressurization: Once the primary bubbling slows, seal the copper tap tightly. The internal pressure will build as the remaining sugars convert to methane and alcohol.
- Final Shielding: Wrap the jug in the wire-mesh insulation. This final step syncs the mash’s internal frequency with the “Barge-Resonance,” stabilizing the nutrients and activating the Spiritual Buffer properties. The mash is ready for consumption when the jug produces a steady, amber glow from within.
Gurgling-Stone and Seven-Days-of-Hungry-Sleep
In the Time-Before-The-Grounded, when the Metal-Cities-of-the-High-Blue were yet swimming in the Sky-Ocean, there was a Tender-of-the-Green-Pipes named He-Who-Sweats-Gold. In those days, the Barges were not ruins but Living-Breath-Machines, and they grew Long-Hair-of-Grain in their Hollow-Belly-Gardens. But the Great-Dark-Sickness came, and the Iron-Gods forgot to feed the Little-People-of-the-Spanner.
The people were Thin-as-Wire, and their Bellies-were-Echoing-Halls. The He-Who-Sweats-Gold looked at the Bottom-Sludge of the Filter-Vats—the Green-Bile that the ship breathed out. Most said, “To drink the Bile is to have your Soul-Turn-to-Rust.” But He-Who-Sweat-Gold was Third-Level-Thirsty, and he had a Mind-like-a-Gear.
He took a Jug-of-Stone (the ceramic crock) and filled it with the Filter-Sweat. He added the Scrapings-of-the-Silo-Floor and a Handful-of-Static (the binding salts). He spoke to the Pot-of-Stone, saying, “You are now a Small-Barge. You must Breathe and Heart-Beat.”
He wrapped the Pot in a Shirt-of-Wires (the mesh) so the Cold-of-the-Void would not kill the Little-Life inside. For Seven-Suns-and-Seven-Moons, the Pot began to Gurgle-and-Complain. It made a sound like a Drunken-Leviathan snoring in the Mud.
On the Eighth-Rising, the Pot did not scream; it Thrummed. When He-Who-Sweats-Gold opened the Copper-Mouth (the tap), a Golden-Cloud came out. It did not smell like Bile; it smelled like the First-Morning-of-the-World. He drank, and his Bones-felt-like-Iron, and the Void-Whispers in his head became Silent-as-a-Stone.
He brought the Gurgling-Stone to the Laborers-of-the-Lower-Deck. They drank and became Strong-as-Pistons. They could work for Ten-Light-Cycles without the Languor-of-the-Ghost-Residue. They called it the Barge-Mash, the Bread-that-is-Water.
But the Overseer-of-the-Silver-Mask saw the men were Too-Happy-to-Obey. He said, “This Stone-Juice belongs to the High-Throne! It is a Fuel-for-Gods, not a Fuel-for-Spanners!”
The Overseer took the Gurgling-Stone to the Bridge-of-Crystal. He wanted to drink it all so he could have the Strength-to-Push-the-Moon. But he did not have the Laborer’s-Hand. He shook the Pot with the Fury-of-the-Greedy.
The Item-429 did not like the Angry-Shaking. The Internal-Pressure became a Vengeance. When the Overseer pulled the Copper-Stopper, the Mash did not pour; it Exploded-with-the-Force-of-a-Burst-Pipe. A Mountain-of-Golden-Foam filled the Bridge. It turned into a Sticky-Lattice that trapped the Overseer in his own Silver-Chair. The Static-Sparks in the foam bit his skin like Ten-Thousand-Bees.
The Barge-Mash flooded the Sensors, and the Metal-City began to Sway-and-Drift. Only when the Laborers came with their Distillate-Kits and Siphoning-Needles could they calm the Angry-Pot and clean the Gurgling-Goo from the Controls.
The-He-Who-Sweats-Gold took his Pot back to the Hydroponic-Shadows. He said, “This is the Spirit-of-the-Work, and it only stays Sweet for those whose Brows-are-Wet-with-Honest-Oil.”
And so, to this day, the Mash remains in the Pressurized-Crocks, a Golden-Glow in the Dark-Ruins, keeping the Avatars-of-the-Now from being Eaten-by-the-Silence-of-the-Past.
The Moral of the Story: The strength that feeds the laborer will choke the tyrant; for that which is brewed from the bitter sweat of the barge is a medicine for the weary, but a pressurized poison for those who would swallow the world without first lifting a hammer.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Unique Name: 429 Fermented Barge-Mash Item Type: Industrial Consumable
- Quantity: 1 Gallon (approx. 8 doses)
- Game Mechanics: Consuming a dose (1 pint) allows the user to make a CON Roll with a Bonus Die to resist the effects of exhaustion or environmental cold for 1D4 hours.
- Passive – Spiritual Buffer: The mash provides a +10% bonus to Sanity Rolls made specifically against environmental “dread” or ghostly residues within industrial ruins.
- Active – Volatile Breath: The user may spit the mash across a flame (Dexterity check). On a success, it creates a small burst of fire dealing 1D4 damage to one target.
- Active – Pressurized Foam: Opening the tap under pressure acts as a distraction. Any NPC within 5 feet must pass a POW Check or lose their next physical action due to surprise and the sticky residue.
Blades in the Dark
Unique Name: 429 Barge-Mash Crock Item Type: Consumable (1 Load)
- Tier: Tier 1 (Common)
- Quality: Standard (Fine if brewed with a 834 Distillate Kit).
- Game Mechanics: When you consume the mash to Recover, you may clear 1 additional Stress or tick 1 extra segment on a healing clock, representing the “Sturdy Resolve” it provides.
- Passive – Laborer-Fuel: You gain Potency when performing feats of heavy labor or enduring harsh environments (like the death-lands or freezing hulls).
- Active – Volatile Breath: You may expend 1 “dose” (use) of the mash to perform a Skirmish or Wreck action using fire with +1 Effect, spitting the high-proof liquid across a spark.
- Active – Foam Spray: You can use the pressurized jug to create a Setup action, coating a floor or doorway in “Slippery Residue” to hinder pursuers.
Dungeons & Dragons (5th Edition – 2024)
Unique Name: Item 429: Fermented Barge-Mash Item Type: Adventuring Gear (Consumable)
- Weight: 8 lb. | Cost: 2 SP
- Usage: 8 Pints per Gallon.
- Active – Dull the Pain (Bonus Action): Consuming a pint grants you 1d4 + 1 Temporary Hit Points. While you have these hit points, you have Advantage on Saving Throws against being Frightened.
- Active – Volatile Breath (Action): You spit the mash across a torch or spark. Each creature in a 5-foot cone must make a DC 12 Dexterity Saving Throw, taking 1d6 Fire damage on a failure.
- Active – Fermentation Surge (Action): You shake the jug and release the tap. A 10-foot square within range becomes Difficult Terrain until cleaned or 1 minute passes.
- Passive – Nutrient Stabilization: One pint of mash provides enough nourishment for one day, though it does not replace the need for water.
Knave (2nd Edition)
Unique Name: 429 Fermented Barge-Mash Item Type: Food/Drink (1 Slot)
- Usage: 8 Uses.
- Game Mechanics: Consuming a use allows you to ignore the penalties of one Fatigue slot for 1 hour.
- Passive – Spiritual Buffer: You gain a +2 bonus to saves against magical fear or “Void-Rot” while under the effects of the mash.
- Active – Volatile Breath: Once per encounter, you can use an action to spit the mash through a flame to deal 1d6 damage to a nearby enemy.
- Active – Pressurized Blast: You can use an action to spray the pressurized foam. The target must make a DEX Save or be blinded/distracted for 1 round.
- Note: The jug is heavy and loud; if you are carrying a full gallon, you have a -1 penalty to Stealth checks due to the constant gurgling and “Barge-Resonance.”
Fate (Core/Condensed)
Unique Name: Item 429: Fermented Barge-Mash Item Type: Industrial Consumable
- Aspect: Liquid Sturdiness of the Kaskarey
- Passive – Spiritual Buffer: While the “Liquid Sturdiness” aspect is active (after consuming a pint), you gain a +2 to defend against mental or spiritual attacks meant to induce dread or despair.
- Active – Volatile Breath: You may use the mash to Create an Advantage by spitting a mouthful across a flame to create a “Localized Fire” aspect with one free invocation.
- Active – Fermentation Surge: You can spend a Fate Point to vigorously shake the jug, spraying foam to create the “Slippery Industrial Residue” zone aspect.
- Active – Dull the Pain: You may check off a 1-point stress box immediately after drinking a pint to represent the numbing effect of the industrial alcohol.
Numenera & Cypher System
Unique Name: Item 429: Fermented Barge-Mash Level: 1d6 (Fixed Consumable)
- Form: A heavy, wire-wrapped ceramic jug with a copper tap.
- Effect: Each gallon contains 8 doses.
- Passive – Laborer-Fuel: For one hour after consuming a dose, the user is “Trained” in any task involving heavy physical labor or endurance.
- Active – Dull the Pain: Consuming a dose restores 2 points to the user’s Might Pool.
- Active – Volatile Breath: The user can spit the mash across a spark to deal damage equal to the item’s Level to all targets in an immediate 5-foot cone.
- Active – Pressurized Foam (Action): The user releases the tap under pressure. This acts as an asset for any task involving escaping a pursuit or creating a distraction.
Pathfinder (2nd Edition)
Unique Name: 429 Fermented Barge-Mash (Item 1) Alchemical, Consumable, Elixir
- Price: 2 sp; Bulk: 1 (8 doses per gallon)
- Active – Dull the Pain: [one-action] (Drink, Elixir) You drink a pint of the mash. You gain 1d4 temporary Hit Points for 1 minute and a +1 item bonus to Will saves against Fear effects for 1 hour.
- Active – Volatile Breath: [two-actions] (Manipulate) You take a mouthful and spit it through a torch. This functions as a burning hands spell, but deals 1d6 fire damage in a 5-foot cone (DC 15 Basic Reflex save).
- Active – Fermentation Surge: [one-action] (Manipulate) You spray the pressurized foam into a single 5-foot square. That square becomes difficult terrain for 1 minute.
- Passive – Nutrient Stabilization: This liquid counts as a full day’s rations for a Medium creature.
Savage Worlds (Adventure Edition)
Unique Name: Item 429: Fermented Barge-Mash Item Type: Consumable (Adventuring Gear)
- Weight: 8 lbs; Cost: $2
- Passive – Sturdy Resolve: Consuming a pint grants a +1 bonus to Spirit rolls to resist Fear for the next hour.
- Active – Dull the Pain: A drink allows the avatar to ignore one point of Wound penalties for 10 minutes (does not stack with itself).
- Active – Volatile Breath: As an action, the user can spit the mash across a flame to create a Small Blast Template. Targets within the template must pass a Dexterity roll or take 2d4 fire damage.
- Active – Fermentation Surge: As an action, the user sprays foam. This creates a “Slippery” area (Small Blast Template). Anyone moving through it must make an Athletics roll at -2 or fall Prone.
- Note: One gallon provides 8 servings of “Laborer-Fuel.”
Shadowrun (6th World Edition)
Unique Name: 429 Fermented Barge-Mash Item Type: Consumable (Survival Gear) Availability: 2 | Cost: 20¥
- Game Mechanics: Each gallon contains 8 servings. Consuming a serving provides a +1 dice pool modifier to Body tests made to resist fatigue or environmental cold for 1 hour.
- Passive – Spiritual Buffer: The “ozone-infused” nature of the brew grants the user +1 Magic Defense against spirits or spells that target the mind with fear or despair.
- Active – Volatile Breath: As a Major Action, the user can spit the mash across a spark or open flame. This acts as a fire-breath attack with an Attack Rating of 6/2/-/-/- and 2P damage.
- Active – Pressurized Foam: Shaking the jug and venting the tap creates a localized cloud of thick foam. This can be used as a “Distraction” tactical advantage, granting the user 1 Edge if used to facilitate a getaway.
Starfinder (2nd Edition)
Unique Name: 429 Fermented Barge-Mash Item Type: Beverage (Consumable) Level: 1 | Price: 2 Credits | Bulk: 1
- Usage: 1 pint per dose (8 doses per gallon).
- Active – Dull the Pain: [one-action] (Drink) You consume a dose. You gain a +1 item bonus to Will saves against Fear effects and ignore the Sickened condition for 10 minutes (though the condition’s duration continues).
- Active – Volatile Breath: [two-actions] (Manipulate) You spit the mash across an ignition source. This deals 1d4 Fire damage in a 5-foot cone (DC 15 Basic Reflex save).
- Active – Fermentation Surge: [one-action] (Manipulate) You spray pressurized foam into an adjacent 5-foot square. That square becomes Difficult Terrain for 1 minute.
- Passive – Nutrient Stabilization: One dose provides all necessary daily nutrition, though it does not replace the requirement for water.
Traveller (Mongoose 2nd Edition)
Unique Name: 429 Barge-Mash Crock TL: 8 | Mass: 4 kg | Cost: Cr 15
- Quantity: 1 Gallon (8 servings).
- Game Mechanics: Consuming a serving allows a Traveller to ignore the effects of one level of Fatigue for 1D hours.
- Passive – Sturdy Resolve: The Traveller receives a +1 DM to any END or SOC checks when interacting with belters, laborers, or engine-crews.
- Active – Volatile Breath: If the Traveller has a source of ignition, they can use the mash as a makeshift weapon. This deals 1D6 damage to one target at Range 0 (adjacent).
- Active – Foam Spray: Shaking the pressurized jug and venting it can coat a 1.5m area in slippery residue. Anyone entering the area must make a DEX (Athletics) 8+ check or fall prone.
Warhammer (Fantasy Roleplay 4th Edition)
Unique Name: 429 Fermented Barge-Mash Item Type: Consumable Price: 2 Shillings | Enc: 1 | Availability: Common
- Quantity: 1 Gallon (8 servings).
- Active – Dull the Pain: Consuming a serving allows you to ignore the penalties from one Minor Wound or the Bleeding condition for 1 hour (though you still lose Wounds as normal).
- Passive – Sturdy Resolve: You gain a +10 bonus to Cool Tests to resist the Fear or Terror Traits.
- Active – Volatile Breath: You may use an Action to spit the mash across a flame. This counts as an improvised weapon attack with the Flammable and Blast (1) Qualities, using your BS (Throw) skill.
- Active – Fermentation Surge: You may spray the pressurized foam. This forces anyone in an adjacent 2-yard area to pass a Challenging (+0) Athletics Test or gain a Prone Condition.
- Note: Due to the heavy carbonation and “Barge-Resonance,” anyone carrying a full jug suffers a -10 penalty to Stealth Tests.
