Item 714 of Static Chilled Filter Draw

Lore

In the cramped social-hubs of Saṃsāra’s docking spires, the laborers do not have the luxury of time or a full gallon crock. Item 714 of Static-Chilled Filter-Draw is the “short-pour” of the industrial world—a single, potent serving of refined barge-mash that has been flash-chilled by being held against the venting heat-sinks of a star-barge. It is known as the “Quick-Fix” or “The Spark,” providing an immediate jolt of clarity and physical numbing required for high-risk maintenance tasks during a short break.

Description

The “mug” is actually a repurposed industrial coupling made of heavy, double-walled brass. It is etched with the logo of the local salvage guild and features a thick, insulated handle wrapped in frayed copper wire. The liquid inside is a vibrant, translucent violet that fizzes with a sharp, electric crackle. A persistent thin layer of “static-frost” clings to the rim, ensuring the beverage remains painfully cold even in the sweltering heat of an active engine room.


Stats

  • Slot: Consumable (Held in 1 hand)
  • Quantity: 1 Pint (approx. 1 Mug)
  • Tier: 1 (Common Rarity)
  • Weight: 1 lb.

Skills Gained While Openly Worn or Used

  • Industrial Composure: While holding the mug, the avatar gains a bonus to checks made to maintain focus amidst loud noises or distracting environments.
  • Quick-Thinking (Intelligence): The sharp chill and ozone-kick of the draw provide a momentary mental spike, aiding in the rapid identification of mechanical failures.
  • Barge-Cant: Openly drinking a “Filter-Draw” marks the avatar as a member of the working class, granting a bonus to streetwise checks within scrapyard districts.

Multiple Passives Magic

  • Ever-Cool: The brass coupling is enchanted with a minor heat-sync charm; the liquid inside remains at a constant near-freezing temperature for up to four hours.
  • Static-Cling: The foam on the surface of the draw acts as a localized ground; the user gains a minor resistance to accidental static-shocks from ungrounded machinery while holding the mug.
  • Liquid-Light: In total darkness, the violet liquid emits a faint, 5-foot radius of dim light, enough to illuminate a manual or a control panel.

Multiple Active Magics

  • The Ozone-Jolt (Action): By downing the mug in a single go, the avatar can immediately end the “Dazed” or “Stunned” condition.
  • Flash-Freeze (Utilize): The avatar can pour the super-chilled liquid onto a small mechanical joint or lock. The extreme temperature shift makes the metal brittle, granting a bonus to any subsequent Strength check to break the object.
  • Conductive Spit (Reaction): If the avatar is hit by a lightning or electricity-based attack, they can spit a mouthful of the ionized liquid toward the source, partially grounding the attack and reducing the damage taken.

Tags

Tier-1, Common, Consumable, Liquid, Flash-Chilled, Ionized, Brass-Housed, Static-Frost, Ozone-Kick, Short-Pour, Industrial-Social, Brass-Coupled, Heat-Sync, Violet-Fizz, Static-Grounded, Quick-Clarity, Double-Walled, Frost-Rimed, Engine-Social, Kinetic-Jolt, Conductive-Brew, Manual-Illuminant

In the world of Saṃsāra, obtaining Item 714 of Static-Chilled Filter-Draw is as much about social standing as it is about currency. Because it is a “short-pour” intended for immediate relief, it is rarely found in long-term storage and is almost always consumed within a few hours of being drawn from the manifold-tap.

Methods of Acquisition

  • The Shift-Change Hand-off: In many sky-ports, a “Filter-Draw” is handed to an avatar by a superior officer as they finish a grueling shift on a hot engine deck. It is a sign of respect and a way to ensure the worker is alert enough to make it home.
  • Manifold Gleaning: An avatar with a Vessel-Core Distillate Kit can “bleed” a cooling line of an active star-barge. By siphoning the ionized coolant and mixing it with a base mash, they can create their own “Filter-Draw,” though without the proper brass coupling, it loses its “Ever-Cool” property quickly.
  • Scrapyard Barter: Laborers often trade these mugs for small favors—a specific copper bolt, a bit of lead-lined leather, or a few minutes of lookout duty.

Buying and Selling in Saṃsāra

Since the mug is an industrial coupling, the transaction often includes a deposit on the brass vessel itself.

The Gantry Tap-Stand (The High Docks) These are small, outdoor kiosks located directly on the catwalks where star-barges moor. They serve the liquid through a pressurized nozzle that creates the “Static-Frost” instantly.

  • Method: Sold as a “Quick-Spark.” The vendor takes your empty coupling and hands you a frost-rimed one in exchange. The transaction is lightning-fast, designed for people who have only five minutes before the next docking alarm sounds.
  • Cost: 4 Copper Bits. (The most common price for the liquid alone, assuming you provide the brass coupling).

Industrial Canteens (The Lower Engine-Blocks) Located deep within the hull-housing of the barge-cities, these canteens are dark, loud, and smell of ozone. The “Filter-Draw” here is served in heavy, guild-stamped mugs that are chained to the bar.

  • Method: Sold as “The Engine-Seer’s Tonic.” If you want to take the mug with you, you must pay a significant surcharge for the “Brass-Housed” coupling. Otherwise, you drink it standing up and leave the mug behind.
  • Cost: 6 Copper Bits. (Slightly higher due to the premium location near the heat-sinks).

Traveling “Frost-Peddlers” (The Scrapyard Districts) These independent sellers carry small, insulated tanks on their backs. They wander the ruins where salvagers work, selling chilled relief to those too far from a tap-stand.

  • Method: Sold as “The Flash-Chill.” The peddler uses a small kinetic-jolt device to re-ionize the liquid as they pour it. The quality varies, and sometimes the violet color is a bit dull.
  • Cost: 8 Copper Bits. (Includes the convenience fee of having the drink brought directly to a dangerous ruin).

Black Market Siphons (The Under-Barge Shadows) Illegal taps into a guild’s cooling lines. The liquid is pure, “Static-Chilled,” and stolen directly from the star-barge’s circulatory system.

  • Method: A silent exchange in a steam-vent. You bring your own mug, and they fill it from a hidden hose. There is no copper-wrap or brass-coupling provided.
  • Cost: 2 Copper Bits. (A bargain, but if the guild catches you with “Violet-Fizz” that has the signature ionization of their specific barge, the fine is heavy).

The Kinetic Jolt: Strategic Applications of the Static-Chilled Filter-Draw

In the high-energy, volatile environments of Saṃsāra, the Item 714 of Static-Chilled Filter-Draw is more than a refreshment; it is a conductive tool and a thermal weapon. The sudden shift from “Ever-Cool” temperatures to the searing heat of a star-barge manifold allows an avatar to manipulate the physical laws of the ruins.


The Pressurized Steam-Tunnels of the Lower Decks

In the humid, sweltering heart of a grounded barge, the “Flash-Chill” of the mug is a literal life-saver.

  • Offense: An avatar encounters a rusted, automated sentry-drone blocking a narrow crawlspace. Using the Flash-Freeze ability, they dash forward and douse the glowing-hot hydraulic piston of the drone’s main limb with the violet liquid. Roleplay involves describing the violent hiss of steam and the audible crack as the metal becomes brittle from the thermal shock. The avatar then delivers a swift kick or a hammer blow, shattering the joint and disabling the machine.
  • Defense: When cornered by a rival salvage crew, the avatar utilizes the Static-Cling of the brass coupling. They hold the mug against an ungrounded electrical conduit or a sparking control panel. The avatar roleplays the violet liquid absorbing the excess charge, acting as a temporary “Lightning Rod” that prevents the electricity from jumping to their own body, while the rival crew is forced to keep their distance to avoid the arcing static.

The Oxygen-Thin Heights of a Moored Sky-Barge

In the freezing, wind-swept heights where the air is thin and the mind wanders, “The Spark” provides essential clarity.

  • Offense: Facing a pack of winged “Hull-Creepers” that are sensitive to light and electrical frequencies, the avatar uses the Liquid-Light property. By vigorously swirling the mug, they cause the violet liquid to pulse with a sudden, intense strobe. Roleplay describes the avatar blinding the creatures with the ionized flash, providing a window for the party to strike while the Creepers are disoriented by the shifting “Manual-Illuminant.”
  • Defense: If hit by a “Shock-Prod” from a sky-port guard, the avatar utilizes their Conductive Spit reaction. Roleplay involves the avatar taking a quick swig and spitting the ionized fluid directly at the guard’s weapon. The fluid acts as a path of least resistance, grounding the shock back into the guard’s own metal gauntlet and giving the avatar a moment to initiate the Ozone-Jolt to clear any lingering daze.

The Corrosive Sludge-Pits of the Scrapyard Fringe

Where the ground is a mix of toxic chemicals and the air is heavy with spiritual “Void-Rot.”

  • Offense: The avatar targets a massive, slow-moving “Sludge-Behemoth” by dumping the Violet-Fizz into the pool of chemicals surrounding the creature. Roleplay involves the “Ionized” nature of the draw reacting with the toxic muck, creating a localized chain reaction of static pops that irritates the creature’s sensitive underside and forces it to retreat into the deeper waste, clearing the path for the avatar.
  • Defense: To protect a wounded comrade from the “Spiritual-Chill” of a nearby void-leak, the avatar uses the Brass-Housed mug as a thermal anchor. They place the “Static-Frost” rim against the comrade’s temple. Roleplay describes the sharp, cold jolt forcing the comrade’s mind to focus on the physical reality of the “Frost-Rime” rather than the numbing whispers of the void, essentially using the Quick-Clarity of the drink to keep them conscious.

The Crowded Social-Hubs of the Docking Spires

In the “Engine-Social” atmosphere of a tavern or a guild hall where appearances are everything.

  • Offense: The avatar uses the Barge-Cant property to instigate a distraction. By “accidentally” spilling a bit of the highly-conductive liquid onto a rival’s expensive, ungrounded technical gear, they create a series of harmless but loud and flashy “Kinetic-Jolts.” In the ensuing chaos and popping sparks, the avatar roleplays a “Quick-Thinking” technician, “helping” the rival while actually lifting a keycard or a manifest from their pocket.
  • Defense: When being interrogated or intimidated by a guild enforcer, the avatar takes a slow, measured sip of the Ozone-Kick. They roleplay the Industrial Composure gained from the drink, remaining stone-faced and focused despite the enforcer’s threats. The “Ever-Cool” nature of the mug prevents the avatar from breaking a sweat, projecting an aura of unflappable calm that unnerves the interrogator.

Perception of Activation:

  • User’s Perspective
    • Sight: The moment the seal is cracked, the liquid shifts from a dull plum to a vibrant, glowing violet. Tiny arcs of white electricity dance across the surface, and a layer of crystalline “static-frost” instantly coats the brass rim, sparkling like crushed diamonds.
    • Sound: A sharp, metallic snap—similar to a high-voltage spark—reverbs through the mug. As you drink, there is a constant, high-pitched hum that harmonizes with the rhythmic thrum of the surrounding barge machinery.
    • Touch: An aggressive, bone-deep chill spreads from your fingertips through the brass handle. When the liquid hits your tongue, it feels like a swarm of cold, stinging needles (the “Ozone-Kick”) followed by a wave of numbing vibration that settles behind your eyes.
    • Smell: The air around the mug suddenly smells of “Rain-on-Hot-Metal” and scorched air, mixed with a faint, underlying scent of fermented yeast.
  • Observer’s Perspective
    • Sight: They see the avatar’s face illuminated by a flickering violet glow. The mug itself seems to “haze” as the extreme cold pulls moisture from the air, creating a small, swirling vortex of frost-mist around the user’s hand.
    • Sound: A faint, electronic crackle is audible every time the avatar tips the mug. If the room is quiet, the low-frequency drone of the “Heat-Sync” charm can be heard as a steady, mechanical purr.
    • Touch: Anyone standing within a few feet feels a sudden, localized drop in temperature and the sensation of their arm hairs standing on end due to the static discharge.
  • Extra-Sensory Perceptions
    • Synesthesia (Visual Sound): The user begins to see loud noises as ripples of purple light in the air, allowing them to “see” a mechanical failure before they can process the sound.
    • Temporal Sharpening: Time seems to “click” into a series of distinct, high-resolution frames. The avatar perceives the world with a “Kinetic-Jolt” of clarity, noticing the exact vibration frequency of every nearby bolt and piston.
    • Aetheric Grounding: The user feels their spirit “heavy” and tethered to the metal floor. The dizzying “Void-Languor” of the ruins is replaced by a sensation of being a solid, conductive part of the barge itself.
  • Positives
    • Mental Reset: The “Ozone-Jolt” acts as a cognitive hard-reset, instantly clearing away mental fog, exhaustion, or the effects of chemical dazing.
    • Thermal Weaponry: The ability to “Flash-Freeze” small objects provides a non-destructive way to bypass security or disable sensitive electronic components.
    • Social Shield: The “Barge-Cant” aura provides a sense of belonging that can act as a psychological barrier against intimidation from social elites.
  • Negatives
    • Frostbite Risk: Prolonged contact with the “Frost-Rime” without gloves can lead to minor skin numbing or localized “Cold-Burn” on the fingers.
    • Static Interference: The ionized aura can cause nearby sensitive compasses, vox-units, or delicate surveying tools to malfunction or “jitter” while the mug is active.
    • Post-Jolt Crash: Once the “Quick-Clarity” wears off (usually after an hour), the avatar may experience a sudden “Static-Slump,” feeling twice as tired as they were before the first sip.

Recipe: Flash-Chilling the Violet-Draw (714 Kinetic-Coupling)


Materials Needed

  • 1 Pint of Refined Barge-Mash: High-clarity distillate siphoned from the upper-tier fermentation vats, free of heavy sediment.
  • 1 Salvaged Brass Pipe-Coupling: A double-walled industrial fitting, preferably from a star-barge’s primary cooling assembly.
  • 2 Yards of Fine Copper Wire: Used to wrap the handle and create the conductive “Static-Cling” induction loops.
  • A Concentrated Ionization Capsule: A small, pressurized vial of ionized cooling gas (often harvested from a barge’s heat-sync vents).
  • Crushed Quartz Crystals: To be mixed with the liquid to help maintain the violet “Manual-Illuminant” glow.
  • Insulating Leather Scraps: To wrap the handle beneath the copper wire, protecting the user from the “Ever-Cool” frost.

Tools Required

  • 834 Vessel-Core Distillate Kit: Specifically the ceramic pulse-plate for temp-tuning and the copper needles for precise fluid injection.
  • A Kinetic-Jolt Crank: A handheld hand-cranked generator used to jump-start the initial ionization of the liquid.
  • Miniature Metal-Etcher: To carve the guild-seals and the heat-sync runes into the double-walled brass.
  • Cryo-Sealer: A tool used to hermetically seal the ionization capsule into the coupling’s secondary wall.

Skill Requirements

  • Mechanical Tuning (Intelligence): To properly etch and seal the brass coupling without compromising the pressure-walls.
  • Fluid-Logic: To balance the ionized gases with the fermented mash to achieve the correct “Ozone-Kick” without causing a rupture.
  • Barge-Cant Knowledge: To correctly etch the guild-marks required for the social benefits of the item.

Crafting Steps

  • Coupling Preparation: Clean the salvaged brass coupling of all “Loud-Rust.” Use the etcher to carve the heat-sync runes between the double walls. This creates the internal “Ever-Cool” vacuum required for the flash-chill.
  • The Induction Wrap: Wrap the copper wire tightly around the handle in a counter-clockwise spiral. This ensures that the user’s own bio-electric field helps maintain the “Static-Grounded” passive magic.
  • Ionization Injection: Using the siphoning needles from the distillate kit, carefully inject the ionization gas into the secondary wall of the coupling. Seal it immediately with the cryo-sealer. The brass should instantly begin to develop a “Frost-Rime.”
  • The Violet Infusion: Mix the refined barge-mash with the crushed quartz in a separate vial. Apply a short burst of energy using the kinetic-jolt crank until the liquid glows with a persistent violet “Fizz.”
  • The Quick-Pour Integration: Pour the ionized infusion into the chilled brass coupling. The reaction between the inner wall and the liquid will cause the characteristic snap-pop of the “Ozone-Jolt.”
  • Final Stabilization: Set the mug on the ceramic pulse-plate and tune it to the frequency of the nearest star-barge manifold. This “Manual-Illuminant” calibration ensures the liquid will pulse in harmony with industrial machinery, completing the Static-Chilled Filter-Draw.

Shivering-Cup and Great-Stillness-of-Iron-Vein

In the Before-Before, when the Sky-Barges were not yet Dead-on-the-Ground but flew like Glass-Bees in the High-Air, there was a Little-King-of-the-Wrench named Mika-of-the-Fast-Hands. In that era, the Barges grew very Hot-with-the-Anger-of-Flight, and the People-of-the-Vent would melt like Butter-in-the-Sun if they did not find the Great-Cold.

Mika-of-the-Fast-Hands worked in the Belly-of-the-Bellows, where the Pipes-Screamed-Red. He was a Healer-of-Machines, but his Mind-was-Bubbling-with-Heat. He said to the Master-of-the-Valve, “My Eyes-are-Turning-to-Steam, and I cannot see the Small-Gears.” The Master replied with a Voice-of-Escaping-Gas, “Go to the Vein-of-the-Frost-Bled (the cooling line) and find the Violet-Sip.”

Mika took a Golden-Hinge (the brass coupling) from a broken Bulkhead-Door. He used a Copper-Snake (the wire) to tie his Spirit to the metal so the Heat would not steal his Focus. He went to the Great-Sync, where the Barge-Breathes-the-Ice-of-the-Void. He held his Golden-Hinge against the Silver-Vein, and the metal began to Weep-White-Dust (the frost).

He did not fill it with Water-of-the-Well, for the well was Heavy-and-Slow. He filled it with the Blood-of-the-Spark (the ionized distillate). When the liquid touched the Golden-Hinge, it made a sound like a Star-Cracking. The liquid turned the Color-of-the-Deep-Night-Sky (violet), and it began to Jump-and-Sting (the static).

Mika took one Short-Sip. Suddenly, his Brain-was-a-Crystal. He did not see the Steam; he saw the Heart-of-the-Leak. He did not feel the Burning-Air; he felt the Precision-of-the-Bolt. He fixed the Screaming-Pipes in the time it takes for a Heart-to-Beat-Twice.

He brought the Shivering-Cup to the Canteen-of-the-Tired. The Workers-of-the-Forge drank, and their Fatigue-Fell-Away like Old-Skin. They became Fast-as-Lightning and Cold-as-the-Moon. They called it the Filter-Draw, the Drink-of-the-Clear-Eye.

But a Merchant-of-the-Fat-Belly saw the Violet-Glow. He thought, “If I sell the Cold-Spark, I will own the Coins-of-the-World.” He stole the Item-714 while Mika was Sleeping-the-Deep-Sleep. The Merchant brought the cup to the Market-of-the-Sun, where the air was Dry-and-Thirsty.

He shouted, “I have the Ice-of-the-Gods! It will make you Wise-and-Quick!” He did not know that the Golden-Hinge was a Jealous-Vessel. It needed the Thrum-of-the-Engine to stay Sweet. In the Market-of-the-Sun, away from the Barge-Heart, the Violet-Fizz became Angry-and-Wild.

When the Merchant tried to pour the Draw into a Cup-of-Glass, the Static-Frost became a Storm-of-Needles. The Brass-Coupling turned so Cold it Bit-the-Merchant’s-Hand-and-Would-Not-Let-Go. The Violet-Light flared like a Dying-Sun, blinding the Greedy-Eyes of the buyers. The Merchant was Frozen-to-the-Spot, a Statue-of-Flesh-and-Brass, until Mika came with his Wrench-of-Mercy to Un-Ground the circuit.

Mika took the Filter-Draw back to the Spires, saying, “The Spark is for the Work, not for the Wealth. It is a Tool-for-the-Tired, not a Toy-for-the-Idle.”

And so, the Small-Mug remains a Secret-of-the-Screwdriver, a Violet-Flash in the Steam, ensuring that those who Keep-the-World-Turning never lose their Clarity-to-the-Clouds.

The Moral of the Story: He who drinks the spark of the machine must be prepared to carry its weight; for the clarity that reveals the path for the worker will only blind the eyes of the one who seeks to sell the light.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Unique Name: 714 Static-Chilled Filter-Draw Item Type: Industrial Stimulant

  • Quantity: 1 Pint (1 Serving)
  • Game Mechanics: Upon consumption, the user may immediately ignore the penalties of one Level of Exhaustion or the Dazed condition for 1 hour.
  • Passive – Industrial Composure: Grants a +10% bonus to Psychology or Spot Hidden checks in loud, chaotic industrial environments.
  • Active – Flash-Freeze: Pouring the liquid onto a small mechanical lock or hinge allows the user to make a Strength or Locksmith roll at a Bonus Die to shatter the object.
  • Active – Conductive Spit: As a reaction to receiving electrical damage, the user can spit the fluid to reduce the damage taken by 1D4 (minimum 1).
  • Sanity Loss: 0/1 (The sudden, electric “Ozone-Jolt” and sensory sharpening can be jarring to the uninitiated).

Blades in the Dark

Unique Name: 714 Filter-Draw Coupling Item Type: Consumable (0 Load – small enough to be carried easily)

  • Tier: Tier 1 (Common)
  • Quality: Fine (+1 Effect to Actions requiring focus or speed).
  • Game Mechanics: Consuming the draw allows the user to ignore the Level 1 Harm “Confused” or “Exhausted” for the duration of a score.
  • Active – The Ozone-Jolt: When you take Stress to push yourself for an action involving mental acuity or speed, you may reduce the Stress cost by 1 (minimum 0).
  • Active – Flash-Freeze: You may expend the use to gain Potency when using Wreck on small, heat-sensitive mechanical devices.
  • Passive – Static-Grounded: You gain a +1d to resistance rolls against electrical consequences.

Dungeons & Dragons (5th Edition – 2024)

Unique Name: Item 714: Static-Chilled Filter-Draw Item Type: Adventuring Gear (Consumable)

  • Weight: 1 lb. | Cost: 4 CP
  • Active – The Ozone-Jolt (Bonus Action): You drink the pint. You immediately end the Stunned or Incapacitated condition on yourself, provided the condition was caused by mental or electrical effects.
  • Active – Flash-Freeze (Action): You pour the liquid onto a nonmagical object of Small size or smaller. The object becomes brittle; the next attack or Strength (Athletics) check made to break it has Advantage and deals an extra 1d6 Cold damage.
  • Passive – Static-Cling: While holding the mug, you have Resistance to Lightning damage from environmental sources (but not spells or attacks).
  • Passive – Liquid-Light: The mug sheds Dim Light in a 5-foot radius while it contains the violet liquid.

Knave (2nd Edition)

Unique Name: 714 Static-Chilled Filter-Draw Item Type: Beverage (0 Slots if held, 1 Slot if stored)

  • Usage: 1 Use.
  • Game Mechanics: Drinking the draw allows the user to automatically succeed on a save to avoid falling unconscious or being stunned by non-lethal means.
  • Active – Flash-Freeze: If poured on a lock or metal fastening, the next attempt to break it succeeds on a roll of 2-6 on a d6.
  • Active – Conductive Spit: When hit by lightning, the user may use their reaction to spit the liquid. On a successful DEX Save, the damage is halved.
  • Passive – Quick-Clarity: You gain a +2 bonus to any checks made to identify or operate complex machinery for 10 minutes after drinking.
  • Note: The “Ever-Cool” effect makes the mug visible to heat-tracking senses as a “void” of thermal energy.

Fate (Core/Condensed)

Unique Name: Item 714: Static-Chilled Filter-Draw Item Type: Industrial Consumable Extra

  • Aspect: Wired into the Barge-Grid
  • Active – The Ozone-Jolt: You may consume this item to immediately clear a mild mental consequence or a 1-point mental stress box.
  • Active – Flash-Freeze: When you use Crafts to overcome a mechanical obstacle (like a lock or a bolt), you may use the liquid to create a “Brittle Metal” advantage with one free invocation.
  • Passive – Static-Grounded: While holding the mug, you gain +2 to Athletics or Physique when defending against electrical environmental hazards.
  • Passive – Liquid-Light: This item allows you to ignore penalties for “Total Darkness” within a reach-distance (Zone-internal).

Numenera & Cypher System

Unique Name: Item 714: Static-Chilled Filter-Draw Level: 1d6 (Fixed Consumable)

  • Form: A double-walled brass coupling wrapped in copper wire, emitting a violet glow.
  • Effect: Each mug contains a single potent dose.
  • Active – The Ozone-Jolt: Consuming the draw restores 3 points to the Intellect Pool and removes the “Dazed” condition.
  • Active – Flash-Freeze: As an action, the user pours the liquid on a device of level 3 or lower. The device’s level is treated as 2 steps lower for the next task attempted to break or dismantle it.
  • Active – Conductive Spit (Reaction): If the user is targeted by an electrical attack, they can spend 1 Speed point to spit the liquid, providing an Asset to the defense roll.
  • Passive – Quick-Clarity: For 10 minutes, the user gains an Asset on all tasks related to identifying or repairing Numenera.

Pathfinder (2nd Edition)

Unique Name: 714 Static-Chilled Filter-Draw (Item 1) Alchemical, Consumable, Elixir

  • Price: 4 cp; Bulk: L (1 pint)
  • Active – The Ozone-Jolt: [one-action] (Drink, Elixir) You drink the violet draw. You immediately attempt a new saving throw against any one ongoing effect that has the “Stunned” or “Dazed” condition, using the original DC.
  • Active – Flash-Freeze: [two-actions] (Manipulate) You pour the liquid on a Small or smaller non-magical metal object. The object gains Weakness 5 to bludgeoning and sonic damage for 1 round.
  • Passive – Static-Cling: While holding the coupling, you gain a +1 item bonus to Reflex saves against effects with the Electricity trait.
  • Passive – Liquid-Light: The ionized liquid sheds dim light in a 5-foot radius.

Savage Worlds (Adventure Edition)

Unique Name: Item 714: Static-Chilled Filter-Draw Item Type: Consumable (Adventuring Gear)

  • Weight: 1 lb; Cost: $4
  • Active – The Ozone-Jolt: As an action, consuming the drink automatically removes the Shaken or Stunned status from the avatar.
  • Active – Flash-Freeze: If poured on a small mechanical object (lock, hinge, etc.), the next attempt to break it with a Strength roll or a tool receives a +4 bonus.
  • Active – Conductive Spit: As a limited free action when hit by an electrical attack, the user can spit the liquid to gain +2 Armor against that specific attack.
  • Passive – Industrial Composure: Grants a +1 bonus to Notice and Repair rolls involving star-barge technology for 10 minutes after consumption.
  • Note: The “Ever-Cool” property makes the user stand out to thermal sensors as a cold-spot (-2 to Stealth against such sensors).

Shadowrun (6th World Edition)

Unique Name: 714 Static-Chilled Filter-Draw Item Type: Consumable (Antidote/Stimulant) Availability: 3 | Cost: 40¥

  • Game Mechanics: Consuming the draw is a Minor Action. It immediately removes the “Daze” status and provides +1 Die to Initiative Rounds for 10 minutes.
  • Passive – Static-Grounded: While the mug is held, the user gains +1 Defensive Rating against electrical weapons or environmental “zapper” barriers.
  • Active – Flash-Freeze: Using the liquid on a mechanical lock or maglock housing reduces the Threshold for Engineering tests to bypass or break it by 1.
  • Active – Conductive Spit: As a Reaction, the user can spend 1 Edge to spit the liquid at a nearby electrical source, redirecting a “Short Circuit” consequence away from their own cyberware.
  • Passive – Liquid-Light: Provides enough illumination to ignore the “Dim Light” visibility penalty within 2 meters.

Starfinder (2nd Edition)

Unique Name: 714 Static-Chilled Filter-Draw Item Type: Beverage (Consumable) Level: 1 | Price: 4 Credits | Bulk: L

  • Usage: 1 dose (1 pint).
  • Active – The Ozone-Jolt: [one-action] (Drink) You consume the draw. You immediately end the “Sickened” condition or reduce the “Stunned” condition to “Dazzled” for 1 round.
  • Active – Flash-Freeze: [two-actions] (Manipulate) You pour the chilled liquid onto a Small or smaller technological object. The object gains Weakness 5 to the next bludgeoning attack it takes before the end of your next turn.
  • Passive – Static-Cling: While holding the brass coupling, you have a +1 item bonus to Reflex saves against Electricity effects.
  • Passive – Liquid-Light: The mug sheds dim light in a 5-foot radius while filled.

Traveller (Mongoose 2nd Edition)

Unique Name: 714 Filter-Draw Coupling TL: 10 | Mass: 0.5 kg | Cost: Cr 25

  • Quantity: 1 Serving.
  • Game Mechanics: Drinking the draw provides an immediate “reboot” to the nervous system. The Traveller may ignore all DM penalties from Fatigue or minor physical injuries for 1D x 10 minutes.
  • Active – The Ozone-Jolt: If the Traveller is “Stunned” by a stunner weapon or pulse, consuming this (or having it poured into their mouth) removes the effect instantly.
  • Active – Flash-Freeze: Poured over a mechanical fastener or seal, it provides a +2 DM to any STR or Mechanic check to break the object.
  • Passive – Static-Grounded: Provides a +1 DM to checks made to resist “Static-interference” or electrical hazards common on TL 10+ starships.

Warhammer (Fantasy Roleplay 4th Edition)

Unique Name: 714 Static-Chilled Filter-Draw Item Type: Consumable (Stimulant) Price: 4 Brass Pennies | Enc: 0 | Availability: Common (in Industrial Hubs)

  • Game Mechanics: Drinking the draw counts as a Free Action on the user’s turn.
  • Active – The Ozone-Jolt: Immediately removes one Stunned Component or the Dazed Condition.
  • Active – Flash-Freeze: You may pour the liquid on a metal lock. On your next turn, any Pick Lock or Strength test to open it is one step easier (e.g., Challenging becomes Average).
  • Passive – Industrial Composure: You gain a +10 bonus to Perception and Intuition Tests while in the presence of loud, steam-driven, or electrical machinery.
  • Passive – Liquid-Light: In dark environments, the violet glow prevents you from gaining the Blind Condition in your immediate Personal space (2 yards).
  • Note: The “Static-Frost” on the mug is intensely cold. If held for more than an hour without gloves, the user must pass an Easy (+40) Endurance Test or suffer 1 Wound from cold-bite.