Gills 774 of the Liquidated Sleep

The 774 Series consists of a pair of delicate, iridescent mesh filters that clip directly onto the primary branchial arches. These filters are infused with “Lethargy-Salts” and “Oxygen-Stable Opiates.”


Lore

The “774s” were developed in the Coral Clinics of the Inner Spire to manage “Ascension Shock”—a condition where water-breathers panic as they are brought toward the surface. Unlike land-based anesthetics that dissipate in the water, these gill-covers use the patient’s own respiratory flow to deliver precise, localized sedation. They are the hallmark of the “Breath-Soothers,” practitioners who believe that a steady gill-beat is the first step toward a successful recovery.


Detailed Tier 1 Statistics

  • Slot: Gills (Respiratory).
  • Tier: 1 (Common).
  • Color: A soothing, pulsating Lavender with Mint-Green edges.
  • Weight: 0.1 lbs.

Skills Gained (When Openly Worn)

  • Physiological Intuition: The avatar gains a +2 bonus to Wisdom (Medicine) checks. By watching the way water ripples through the mesh, the practitioner can “see” the patient’s heart rate and stress levels.
  • Chemical Composition: The avatar gains Proficiency with Herbalism Kits (or Alchemist’s Supplies) specifically for the creation of sedative-based potions and gases.

Passive Magic

  • The Calm Current: While submerged, the avatar creates a “Sedation Aura” in a 5-foot radius. All friendly creatures in this area gain Advantage on Saving Throws against Fear, as the mesh filters a minute amount of calming pheromones into the surrounding water.
  • Respiratory Filter: The avatar is immune to non-magical inhaled toxins or water-borne pollutants. The mesh automatically neutralizes impurities before they reach the avatar’s internal membranes.

Active Magic

  • Vaporous Hush (Normal Casting): The avatar exhales a concentrated cloud of lavender-tinted mist through their gills. One target within 10 feet must succeed on a DC 12 Constitution Save or fall into a magical slumber for 1 minute (or until they take damage).
  • Neural-Lock (Silent Casting): As a reaction when an ally within 30 feet takes damage, the avatar can “mute” the ally’s pain receptors. The ally ignores any penalties to their movement or actions caused by that specific injury for 1 round, though the damage is still taken.

Additional Information

  • Roleplay Requirement: To “recharge” the sedative properties, the mesh must be soaked in a solution of crushed blue-lotus and seawater for at least one hour during a long rest.
  • Environmental Adaptation: While designed for gills, these can be worn over the nose and mouth as a mask by air-breathers, though the Calm Current aura is reduced to 2 feet in air.

Tags

Gills, Respiratory, Medical, Anesthesia, Tier 1, Lavender, Mesh, Sedative, Samsara-Clinical, Apothecary, Pain-Management, Common-Rarity, Water-Breather, Toxic-Resistance, Neural-Lock, Surgical-Tool, Pheromonal, Deep-Sea-Ready

In the world of Saṃsāra, where the physical and the pharmacological are deeply intertwined, the Gills 774 of the Sedated Surge are considered a staple for any medical practitioner or “peace-weaver” traveling the high-stress currents of the metropolitan reefs.

Methods of Acquisition

  • Clinical Internship: Most Tier 1 avatars receive these as part of their “Blue Cross Certification.” Medical students who complete their residency in the Trenches of Mercy are often gifted a pair of 774s by their mentor to signify they are now qualified to “hold the breath” of the dying.
  • Apothecary Salvage: In the ruins of flooded hospitals or abandoned research laboratories, these gill-meshes are frequently found preserved in sterile, airtight glass jars. Due to the high quality of the Lavender-mesh, they rarely degrade, even after decades of neglect.
  • The Mercy-Exchange: In some cultures of Saṃsāra, it is customary to trade these items for safe passage through dangerous waters. A traveler might “buy” their way past a group of stressed deep-sea hunters by offering the 774s as a means to soothe their jagged nerves.

Shop Descriptions and Atmosphere

The shops that deal in respiratory sedation are found in “The Quiet Lanes”—districts where the current is slowed by artificial barriers and the water is heavily oxygenated.

The Lavender Arch (Medical Boutique) These shops are often built from white, bleached coral and illuminated with soft, rhythmic violet lights that mimic a resting heartbeat.

  • Atmosphere: It is unnervingly silent. The only sound is the soft thrum-thrum of a massive filtration system. The air (or water) smells faintly of mint and crushed lotus.
  • The Experience: You do not browse the shelves here. You are invited to sit in a “Stasis Chair” where a technician clips various meshes onto your gills to test your “Sedative Tolerance.” The 774s are custom-fitted to the curve of your branchial arches to ensure zero leakage of the Neural-Lock vapors.

The Filter-Fitter (General Goods & Surplus) A more utilitarian shop found near dockyards or industrial zones, serving those who work in toxic or high-pressure environments.

  • Atmosphere: Functional and sterile, with rows of metal drawers labeled by gill-type and mesh-density. It smells of ozone and vinegar.
  • The Experience: You tell the clerk your respiratory volume, and they slide a tray of 774s across the counter. You check the mesh for “Lavender-Clumping”—a sign that the sedatives have expired or been exposed to freshwater.

Buying and Selling Process

  1. The Saturation Test: Before buying, the seller will often place the mesh in a small beaker of “Stress-Water” (water saturated with panic-hormones). If the 774s turn the water a clear, calm mint-green within seconds, the item is genuine.
  2. The Resale “Muting”: Selling used 774s is common, but they must be “Muted” first. A professional cleaner will strip the old sedative layers and re-infuse the Lavender-mesh. Selling “Dirty” 774s—those still containing the respiratory residue of a previous owner—is considered a high-level taboo in Saṃsāra.
  3. Licensing: In strictly regulated spire-cities, you may need to show a “Healer’s Seal” to purchase the high-potency versions. Without a seal, you can only buy “Recreational” versions, which provide the Respiratory Filter but lack the Vaporous Hush active magic.

Estimated Costs

The price of the 774 Series reflects its status as a life-saving tool, though the common rarity keeps it accessible to most Tier 1 avatars.

  • Silver Pieces: 25 to 45 Silver. The standard price for a certified medical-grade pair.
  • Electrum Pieces: 5 to 9 Electrum. Often used for “Elite” versions with more intricate Mint-Green embroidery.
  • Gold Pieces: 0.25 to 0.45 Gold. Buying with gold in a medical clinic is often seen as a sign that you are a “Surface Tourist” or a high-ranking corporate auditor.
  • The “Hush” Premium: If the 774s are pre-saturated with a specialized anesthetic like “Abyssal Poppy,” the price can jump by an additional 15 Silver.

The Breath-Soother’s Reach: Tactical Sedation and Branchial Defense

Roleplaying with the Gills 774 of the Sedated Surge requires a demeanor of clinical detachment and profound empathy. As an “Anesthetist of the Abyss,” your movements are never jerky or aggressive; you move with the slow, rhythmic grace of someone who knows that panic is the greatest predator. You speak in “low-frequency” tones designed to resonate with the water’s natural vibration, acting as a living sedative for your party.


In the High-Pressure Trenches and Thermal Vents

  • Offense: Utilize Vaporous Hush to pacify territorial predators without shedding blood. Roleplay your character positioning themselves “up-current” from a giant gulper eel. As you flare your gills, the lavender mist drifts into the creature’s intake. You narrate its eyes glazing over and its jaw relaxing as it drifts into a peaceful slumber, allowing your team to swim past an otherwise fatal encounter.
  • Defense: Use the Respiratory Filter to navigate toxic volcanic plumes. While your enemies choke on sulfurous discharge or boiling silt, you swim through the haze with perfect clarity. Roleplay your gills pulsing a steady mint-green, the mesh catching every jagged particle before it can sear your membranes, allowing you to lure foes into environments they cannot survive.

In the High-Class Spire-Cities and Medical Plazas

  • Offense: Deploy Neural-Lock to win social or political confrontations. During a tense negotiation with a corporate auditor, roleplay the subtle release of calming pheromones. You aren’t attacking them; you are “managing their stress.” As they lose their aggressive edge and become unusually agreeable, you steer the conversation toward a favorable contract, citing their “sudden clarity of mind” as a sign of progress.
  • Defense: In the event of a chemical gas attack or a biological breach in a spire-lab, activate the Calm Current. While others succumb to “Spore-Hysteria” or inhaled toxins, you stand as the center of a 5-foot sanctuary. Roleplay reaching out to a panicked guard, the pheromones from your gills instantly dropping their heart rate and allowing them to follow your instructions to the emergency exit.

In the Turbulent Open Ocean and Shipwreck Hubs

  • Offense: Use Physiological Intuition to identify a “Weak Pulse” in a group of scavengers. Roleplay watching the water-displacement around your enemies; the 774s allow you to see the microscopic “shiver” in a leader’s breathing. You direct your team to focus on the one person whose gills are flapping too fast, knowing they are on the verge of a panic-break and will be the first to retreat.
  • Defense: When caught in a “Death-Whirl” or a crushing current, utilize The Calm Current to maintain party cohesion. Roleplay your allies feeling an unnatural sense of peace despite the spinning water. By preventing “Respiratory Shock,” you ensure that no one in your party wastes their oxygen reserves on a useless scream, allowing for a coordinated escape.

In the Sun-Bleached Shallows and Surface Docks

  • Offense: Use the Chemical Composition skill to turn a common dockside barrel into a tactical sedative. Roleplay “reconditioning” the lavender-salts from your mesh into a fine powder. You toss this into a guard’s drink or a ventilation shaft, mimicking the effects of the 774s on a larger scale. You describe the guards slowly leaning against the walls, their heads nodding as they succumb to the “Gentle Sleep of the Spires.”
  • Defense: Against surface-dwellers using “Choke-Smoke” or flash-bangs, your Neural-Lock prevents the physical shock of pain from blinding you. Roleplay the Lavender-mesh glowing bright purple as it “eats” the sensory overload. You remain the only person in the room with a steady hand, moving through the smoke to secure the objective while everyone else is reeling from the sensory trauma.

Perception of Activation:

The activation of the Gills 774 of the Sedated Surge shifts the avatar’s internal state from active alertness to a controlled, clinical tranquility. It feels as though the “volume” of the world’s chaos has been dialed down, replaced by a rhythmic, velvet-smooth respiratory cycle.


  • Visual Perception
    • Description: The edges of the avatar’s vision soften into a slight vignette. The water takes on a subtle lavender tint, and “Stress-Vapors” (invisible chemical signatures of fear or pain from nearby creatures) become visible as wisps of dark, jagged smoke rising from their skin or gills.
    • Positives: Allows the avatar to identify exactly who in a crowd is panicked or injured, making triage instantaneous.
    • Negatives: Bright, flashing lights or rapid movement can appear “streaked” or blurry, making it harder to track fast-moving projectiles.
  • Auditory Perception
    • Description: The loud, rushing sound of bubbles and current is muted. In its place, the avatar hears a low, harmonic “thrum” that matches their own heartbeat. The speech of others sounds deeper and more resonant, as if heard through a heavy curtain.
    • Positives: Filters out distracting background noise, allowing the avatar to focus entirely on a patient’s breathing or a single conversation.
    • Negatives: It is difficult to hear high-pitched alarms or the “click” of mechanical traps being triggered.
  • Tactile Perception
    • Description: A cooling, minty sensation spreads from the gills across the neck and chest. The avatar feels “light,” as if their physical density has decreased. The texture of the water feels silkier and less resistant against the skin.
    • Positives: Drastically reduces the sensation of physical pain and prevents the “gasping” reflex caused by sudden cold or shock.
    • Negatives: Fine motor skills in the extremities may feel slightly “distant,” as if wearing thin gloves, making delicate non-medical tasks more difficult.
  • Extra-Sensory: Hemodynamic Empathy
    • Description: The avatar “feels” the pulse of those within the Calm Current aura. It is a sympathetic vibration in the avatar’s own chest that mirrors the circulatory health of those nearby.
    • Positives: Can detect internal bleeding or a failing heart in a patient before any external symptoms appear.
    • Negatives: Being near someone in extreme agony causes a “Ghost-Pain” resonance that can be physically nauseating for the avatar.
  • Extra-Sensory: Alchemical Olfactory-Sight
    • Description: The avatar no longer “smells” the water; they “see” the chemical breakdown of dissolved substances. Toxins appear as oily, sickly-yellow clouds in the water column.
    • Positives: Provides an instinctive warning of poison or bad air long before it reaches dangerous levels.
    • Negatives: Highly fragrant environments (like a blooming kelp forest) can be overwhelming, causing a sensory “smog” that blocks out other perceptions.
  • Extra-Sensory: The Soporific Weight
    • Description: A sense of “Temporal Dilation.” To the avatar, time seems to slow down during medical emergencies, allowing for what feels like minutes of thought in a few seconds of action.
    • Positives: Perfect for performing high-stakes surgery or complex chemical mixing under pressure.
    • Negatives: When the activation ends, the avatar may experience “Time-Crash,” a period of lethargy where the world feels too fast and aggressive.

Pharmacological Weaving: Gills 774 of the Sedated Surge

The fabrication of the 774 Series is a delicate marriage of textile engineering and advanced anesthesiology. Unlike rigid armor, this item must remain soft enough to vibrate with the wearer’s breath while holding a stable reservoir of volatile sedatives.


Materials Needed

  • Bio-Polymer Silk (2 spools): A hypoallergenic, water-stable thread harvested from “Numbing-Spiders” found in the deeper trenches.
  • Concentrated Blue Lotus Extract (50ml): The primary calming agent; must be distilled to a “Lavender-Grade” purity.
  • Crystalline Mint-Salts: Used to coat the internal rakers of the mesh to provide the “cooling” sensation and respiratory clarity.
  • Iridium-Mesh Clips (4 units): Non-corrosive, medical-grade fasteners used to anchor the mesh to the branchial arches.
  • Stabilizing Pheromone-Gel: A viscous substance that slowly releases “Calm Current” chemicals into the surrounding water.

Tools Required

  • Micro-Loom: A precision weaving tool capable of creating “Variable Density” mesh patterns.
  • Alchemical Infusion Vat: A pressurized tank used to force liquid sedatives into the core of the bio-polymer fibers.
  • Branchial Arch Template: A medical model used to ensure the clips are spaced correctly for a standard gill structure.
  • Sonic Sealer: Used to bond the mint-salt coating to the silk without damaging the delicate medicinal compounds.
  • Spectrometer: To verify the lavender-saturation levels and ensure the “Neural-Lock” active magic is properly calibrated.

Skill Requirements

  • Anesthetic Chemistry (Tier 1): Knowledge of how to stabilize volatile opiates and pheromones in high-pressure aquatic environments.
  • Precision Weaving: The ability to create a mesh fine enough to filter toxins but porous enough to allow effortless respiration.
  • Medical Artifice: Proficiency in designing gear that interfaces directly with sensitive internal organs (gills) without causing inflammation.

Crafting Steps

  1. Fiber Saturation: Submerge the Bio-Polymer Silk in the Alchemical Infusion Vat filled with the Blue Lotus Extract. Apply 10 atmospheres of pressure for twelve hours until the thread is fully “Lavender-Charged.”
  2. The Base Weave: Use the Micro-Loom to weave the saturated silk into a twin-layer mesh. The outer layer must be tight to filter pollutants, while the inner layer is loose to hold the sedative reservoir.
  3. Raker Coating: Dust the inner surface of the mesh with Crystalline Mint-Salts. Use the Sonic Sealer to fuse the salts to the fibers, ensuring they release only when “agitated” by active breathing.
  4. Gel Injection: Carefully inject the Stabilizing Pheromone-Gel into the hollow seams of the Lavender-mesh. This gel acts as the “battery” for the Calm Current aura.
  5. Clip Alignment: Attach the Iridium-Mesh Clips to the edges of the fabric using the Branchial Arch Template. The tension must be sufficient to hold during high-speed swimming but loose enough to prevent “Gill-Chafe.”
  6. HUD Calibration: Activate the mesh in a testing chamber filled with “Stress-Vapors.” Adjust the weave density until the lavender glow of the mesh remains steady, indicating a consistent release of neutralizing agents.
  7. Soporific Tempering: Allow the finished 774s to “set” in a dark, oxygenated tank for twenty-four hours to allow the pheromones to reach a state of chemical equilibrium.
  8. Final Breath-Test: Perform a “Passive Flow” test. If the mesh ripples with a soft violet light during a simulated respiratory cycle, the sedation logic is successfully imprinted.

Soft-Breath-Gills and Physician Who Quieted Stormy-Lung

In the time of the Great-Shaking-Water, when the Sky-Islands were but pebbles in the mouth of the Deep-Wetness, and the First-Speech—which sounds like the sighing of bubbles through a hollow reed—was the only way to say the “Truth-of-the-Blood,” there lived a Life-Mender named Thall. In the silt-carvings of the Old-Before-Time, Thall is written as “He-Who-Pet-the-Angry-Heart.”

Thall was a master of the “Slow-Current.” While the warriors of the Reef-Wars sharpened their tooth-swords and practiced the “Hard-Strike,” Thall sat in the Lavender-Grottoes and studied the “Way-of-the-Rhythm.” He saw that when the fish is afraid, its gill-flaps beat like the wings of a trapped bird, and in its panic, it drinks the “Bitter-Water” and dies of its own fear.

“The breath is a wild beast that bites the throat when it is poked,” Thall gurgled to the Kelp-Sages. “The hero bleeds not because the spear is sharp, but because his spirit forgets how to drift. I shall weave a ‘Web-of-Lethargy’ so that the gills may drink the peace of the deep-sleep even while the body is cut.”

He swam to the Mint-Vents of the 77th Ridge, where the “Cold-Purple-Smoke” rises from the belly of the world. He gathered the silk of the “Spider-of-Numbs” and soaked it in the “Milk-of-the-Quiet-Flower.” He did not use a needle of bone; he used a “Needle of Gentle-Subtraction.” He fastened the Gills-774 to his own neck-flaps using the “Hush-Metal” of the un-moving mountains.

The translation of this stone-page is very wet and blurry here. It says Thall became the “Vapor-Prince.” When he swam, a cloud of Lavender-Mist followed him like a loyal pet. He walked into the middle of the “Frenzy-of-Sharks,” and as they tasted his “Sedated-Surge,” their hunger turned to a “Great-Yawn.” They did not bite; they drifted like logs in a slow river. Thall could reach into the belly of a wounded Leviathan and pull out the “Pain-Thorns” while the beast dreamed of “Still-Ponds.”

But the ancient signs turn to a heavy-color in the final scrolls. It says Thall became so in love with the “Quiet-World” that he stopped hearing the “Warning-Shouts” of the real-water. A great “Current-of-Boiling-Silt” rushed toward his grotto—a mountain of hot mud that would choke the world. His friends screamed for him to “Move-Fast,” but Thall only heard the “Thrum-Thrum” of his own peaceful gills. To his ears, the roar of the mud-death was only the sound of a “Lullaby.”

He did not swim away. He stood with his lavender-mesh pulsing, and he breathed the mud as if it were “Blue-Lotus.” The story says he did not die in terror; he simply became a “Statue of Sleep” beneath the silt. When the mermen dug him up many cycles later, they found his gills were still minty and fresh, but Thall was “Gone-to-the-Deepest-Dream.” He had silenced the world so perfectly that he forgot to wake up for the end of it.

  • The Moral of the Story: The healer who mutes the pain of the world must remember that some stings are meant to be felt, for the scream of the body is often the only map that leads back to the shore.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Artifact Name: The Branchial Shrouds of Hypnos

A specialized medical apparatus of unknown provenance, often found in the possession of fringe physicians or cultists of the Deep. These mesh covers exude a faint scent of lotus and ozone.

  • Item Type: Artifact / Clothing
  • Specific Mechanics:
    • Respiratory Filter: The wearer is immune to any non-magical inhaled toxins, gases, or water-borne pollutants.
    • Neural-Lock: Once per day, the wearer may spend 5 Magic Points to “mute” the physical pain of a single patient. For 1 hour, that patient ignores all penalties from Major Wounds and remains conscious even at 0 HP (though they still die if the injury is fatal).
    • Calm Current: Grants a Bonus Die to Medicine and First Aid checks when attempting to stabilize a dying character or treat shock.
  • Sanity Cost: 1/1d4 SAN. The clinical detachment provided by the mesh makes the wearer appear unnervingly robotic to others.
  • Syntax Note: Utilizes 7th Edition Bonus Die and MP expenditure logic.

Blades in the Dark

Item Name: Fine Leech-Mask (Sedative Mesh)

Specialized Gear (Load: 1) used by Physickers or collectors operating in the toxic fumes of the Deathlands or the stagnant sludge of the canals.

  • Item Tier: I (Quality)
  • Mechanics:
    • Fine Quality: This item provides Potency when performing medical treatments or resisting the effects of inhaled poisons/miasma.
    • Vaporous Hush: You may expend 1 Armor (Special Gear) to instantly pacify a panicked or aggressive NPC within reach by exhaling a concentrated dose of lavender vapor.
    • Neural-Lock: When you use your Physick special ability to stabilize an ally, they gain +1 die to their Resistance roll against the injury’s lingering effects.
  • Syntax Note: This item is “Fine” quality and consumes 1 Load.

Dungeons & Dragons (5th Edition)

Item Name: Gills 774 of the Sedated Surge

Wondrous item, common (requires attunement by a creature with gills or a respiratory system)

  • Item Description: These lavender mesh covers pulse with a minty-green light. They smell of crushed lotus and clean saltwater.
  • Passive: Respiratory Filter: You are immune to the effects of inhaled poisons and gases (such as the Stinking Cloud spell).
  • Passive: Calm Current: You have advantage on Wisdom (Medicine) checks made to stabilize a creature or treat an injury. Additionally, you and friendly creatures within 5 feet of you have advantage on saving throws against being frightened.
  • Active: Vaporous Hush: As an action, you exhale a cloud of sedative mist. One creature within 10 feet must succeed on a DC 12 Constitution saving throw or fall unconscious for 1 minute. The sleeper wakes up if they take damage or if someone uses an action to shake them awake. Once used, this property cannot be used again until the next dawn.
  • Syntax Note: Uses standard 5e Action Economy and Attunement.

Knave (2nd Edition)

Item Name: Apothecary’s Gills

In the item-focused world of Knave, these mesh filters are essential for delving into gas-filled tombs or treating the wounds of the fallen.

  • Item Slots: 1 (Worn over the respiratory organs)
  • Quality: 4
  • Mechanics:
    • Respiratory Filter: The wearer automatically succeeds on any check to resist inhaled toxins or stale air.
    • Neural-Lock: Once per day, the wearer can touch a wounded ally to “mute” their pain. That ally ignores all encumbrance and movement penalties from their wounds for 1 hour.
    • Vaporous Hush: The wearer may expend 1 point of Quality (damaging the mesh) to force a nearby creature of Level 2 or lower to sleep for 1d10 minutes.
  • Syntax Note: Occupies one gear slot; utilizes Quality (Durability) mechanics.

Fate (Core/Condensed)

Name: The 774 Respiration-Soothers

  • Type: Extra (Requires an Aspect related to medicine, alchemy, or aquatic biology)
  • Functional Aspect: Clinical Breath of the Lavender Mesh
  • Stunts:
    • Physiological Intuition: Because I wear the 774 Respiration-Soothers, I get a +2 to Care (or Investigate) rolls when diagnosing a creature’s physical trauma or mental stress levels.
    • Vaporous Hush: Once per scene, I can use the mesh to exhale a sedative cloud into a zone. I make an attack using Medicine (or Provoke) against everyone in that zone; on a success, they take no stress but gain the Aspect Deeply Drowsy with one free invoke.
    • Neural-Lock: I can spend a Fate Point to allow an ally in my zone to ignore the penalties of one of their moderate or severe physical Consequences for the duration of a scene.
  • Cost: 1 Refresh.

Numenera & Cypher System

Name: Sedative Branchial Mesh (Artifact)

  • Level: 1d6 (Level 4 typical)
  • Form: Delicate iridescent lavender mesh filters that clip over respiratory intakes.
  • Effect:
    • Respiratory Filter: The wearer is immune to any inhaled toxins, gases, or water-borne chemical hazards of a level equal to or lower than the artifact level.
    • Depletion: 1 in 1d20 (Check only when using Active powers)
    • Active: Vaporous Hush: The wearer exhales a puff of gas at a target within immediate range. The target must make a Might defense roll or fall into a deep sleep for 10 minutes.
    • Active: Neural-Lock: With a touch, the wearer can “mute” a creature’s pain. For one hour, the target ignores all negative modifiers from the damage track (except for the final step of death). Roll for depletion.
  • Syntax Note: This artifact occupies the “Gills/Face” slot.

Pathfinder (2nd Edition)

Name: Gills 774 of the Sedated Surge

  • Item Level: 1
  • Price: 20 Silver Pieces
  • Usage: Worn (Gills or Mask); Bulk: L
  • Description: This lavender mesh filter smells of mint and blue lotus. It vibrates slightly with the wearer’s breath.
  • Traits: Alchemical, Consumable (Sedative), Healing, Investigative.
  • Mechanics:
    • Respiratory Filter: You gain a +2 item bonus to saving throws against inhaled poisons and respiratory diseases. If you roll a success on such a save, you get a critical success instead.
    • Active: Vaporous Hush (Two Actions): (Alchemical, Sleep, Visual) Effect: You exhale a 10-foot cone of sedative mist. Creatures in the area must succeed on a DC 15 Fortitude save or become Fatigued. A creature that fails critically falls Unconscious for 1 minute or until shaken/damaged.
    • Active: Neural-Lock (Reaction): Trigger: A creature within 30 feet takes damage. Effect: You release a pheromonal burst. The creature reduces the Frightened or Sickened condition value by 1 and ignores any circumstance penalties to their AC or attack rolls caused by the triggering damage until the end of their next turn.
  • Syntax Note: Follows standard 2e trait and action economy standards.

Savage Worlds (Adventure Edition)

Name: 774 Sedation Filters

  • Type: Personal Gear (Gills/Face Slot)
  • Weight: — (Negligible)
  • Mechanics:
    • Physiological Intuition: The wearer gains a +2 bonus to Healing rolls. Additionally, they can use the Healing skill to “diagnose” an NPC’s psychological state.
    • Respiratory Filter: The wearer receives a +4 bonus to checks made to resist environmental hazards involving gas, smoke, or water-borne toxins.
    • Active: Vaporous Hush: As an action, the wearer can release a sedative cloud. All targets in a Small Blast Template must make a Vigor roll (at -2 if the wearer spends a Benny) or be Exhausted. A second failure results in the target falling asleep for 1d6 minutes.
    • Active: Neural-Lock: The wearer may spend a Benny to allow any ally within 5″ (10 yards) to ignore up to 2 points of Wound Penalties for the remainder of the encounter.
  • Syntax Note: These are considered “Medical Augmentation Gear.”

Shadowrun (6th World Edition)

Name: Bioware Mesh-Gills (Anesthesiology Upgrade)

In the toxic runoff of the sprawl or the pressurized clinics of Saṃsāra, these gill-replacements or overlays allow a Street Doc to maintain a “Cold-Clinical” edge.

  • Item Type: Bioware (Basic or Cultured)
  • Essence Cost: 0.2
  • Availability: 3(I)
  • Cost: 6,500¥
  • Mechanics:
    • Respiratory Filter: The user gains a +2 dice pool bonus to resist any inhaled toxins or pathogens.
    • Neural-Lock: When the user treats an ally with a Biotech or Medicine test, they may spend 1 point of Edge to temporarily negate the target’s wound penalties for a number of minutes equal to the user’s Logic.
    • Vaporous Hush: The user may spend a Major Action to exhale a concentrated sedative. This is treated as a Close-range attack using Exotic Ranged Weapon; on a hit, the target must resist Stun Damage equal to the user’s Constitution.
  • Syntax Note: This item is an “Internal Modification” to existing gills or lung-replacements.

Starfinder (2nd Edition / Playtest)

Name: 774 Series Sedation-Filters

This hybrid medical tech utilizes alchemical lavender-salts and nanite-mesh to filter air/water and deliver immediate analgesic relief.

  • Level: 1
  • Price: 230 Credits
  • Hands: 0 (Worn over gills or as a mask)
  • Bulk: L
  • Traits: Alchemical, Healing, Hybrid, Tech, Water.
  • Mechanics:
    • Passive: Respiratory Filter: You gain a +1 item bonus to Fortitude saves against inhaled poisons and environmental respiratory hazards. If you are in water, this bonus increases to +2.
    • Active: Vaporous Hush (Two Actions): (Alchemical, Sleep, Tech) You exhale a 15-foot cone of mist. Each creature in the area must succeed at a DC 15 Fortitude save or be Sickened 1. A creature that critically fails is Unconscious for 1 round.
    • Active: Neural-Lock (Reaction): Trigger: An ally within 30 feet takes damage. Effect: You release a chemical dampen-signal. The ally gains Temporary Hit Points equal to your Level + Intelligence modifier. These THP last until the end of the ally’s next turn and represent the suppression of physical shock.
  • Syntax Note: Follows 2e action economy and “Temporary HP as damage mitigation” logic.

Traveller (Mongoose 2nd Edition)

Name: TL 8 Medical Branchial Overlay

Often worn by “Rescue Divers” in high-pressure gas giants or flooded ruins, these overlays automate the delivery of fast-acting sedatives.

  • Tech Level: 8
  • Weight:
  • Cost: Cr 1,200
  • Mechanics:
    • Atmospheric Filter: The wearer is immune to the effects of Thin, Tainted, or Exotic atmospheres, provided there is enough oxygen (or equivalent) to process.
    • Physiological Intuition: The wearer receives a DM+1 to all Medic checks.
    • Vaporous Hush: As a Significant Action, the wearer can flood their immediate vicinity (Personal range) with sedative gas. Any creature not wearing a respirator must pass a Difficulty 8 END check or be incapacitated for 1d6 minutes.
    • Neural-Lock: The wearer can administer a “Local Block” to an ally. For the next hour, that ally ignores any DMs from injuries, though they still suffer the physical damage to their characteristics.
  • Syntax Note: Requires a standard medical battery (6 months of active use).

Warhammer (Age of Sigmar: Soulbound)

Name: Isharann Breath-Soothers

Infused with the calming magic of the Ethersea, these iridescent gill-covers allow a healer to move through the carnage of battle with a “Minty-Cold” focus.

  • Availability: Common
  • Cost: 300 Drops
  • Mechanics:
    • Respiratory Filter: You are immune to the Blinded or Hazardous effects of smoke, fog, and water-borne toxins.
    • Calm Current: You have Advantage on Mind (Medicine) tests. Furthermore, any ally within Short Range of you increases their Resolve by 1 against effects that cause Fear.
    • Active: Neural-Lock: As a Reaction when an ally within Short Range is reduced to 0 Toughness, you can exhale a pheromonal burst. The ally does not fall Prone and may take one final Standard Action before falling unconscious.
  • Syntax Note: This item is an Adornment (Gills/Face slot).