The Item 712-409 of the Sanguine Reservoir is a fundamental magical conduit designed for early-tier avatars who have discovered their internal magical flow. Unlike mass-produced industrial foci, these reservoirs are personalized through a biological bond, aligning the avatar’s life force with the arcane weave of Saṃsāra.
Lore: During the early years of the Industrial Age, technomancers discovered that magic crystalline cells often reacted more potently when focused through a medium containing the wielder’s own essence. Item 712-409 was one of the first successful “Biological Focus” prototypes. It is said that the goddess Gaialilith smiled upon this invention, as it required the user to acknowledge the physical cost of magic. These vials are often found in the hands of newly possessed Isekai characters who are still learning to dominate the souls of their avatars and require a steadying force for their nascent powers.
Description: A small, cylindrical vessel crafted from reinforced quartz and capped with a brass, steam-etched seal. The glass is semi-translucent, allowing a faint purple glow to emanate from within. To activate the item, the avatar must feed a small amount of their own blood through a needle-thin intake on the cap. Once the blood is inside, the vial seals hermetically through a localized magic circuit. The fluid within never clots, instead swirling like a miniature crimson nebula as it reacts to the thoughts of the holder.
Stats
- Tier: 1
- Rarity: Common
- Slot: Neck (worn as a pendant) or Waist (attached to a belt)
- AC: 1 (Item Health: 10 + Avatar Max HP)
- Resilience: 10
- Attunement: Ritual (10 minutes). Requires the contribution of blood.
Skills Gained (While Openly Worn)
- +1 Transmutation Training: The avatar gains a temporary skill point in the school of Transmutation as the vial helps stabilize the conversion of life force into energy.
- +1 Alchemical Crafting: The avatar gains a temporary skill point for understanding the biological-arcane interface.
Passive Magic
- Harmonic Focus: While the vial is held or worn, the avatar gains a +1 bonus to roll-to-hit totals when using spells stored in items.
- Sanguine Stability: The DC for any saving throw made against the avatar’s spells is increased by 1.
- Crystalline Symbiosis: The vial acts as a secondary conduit, slightly easing the mental strain of the avatar’s magical viruses.
Active Magic
- Vitality Conversion (Ritual): Once per day (YaM.W.D@6:00 reset), when the avatar completes a long rest and rolls their tier die to recover HP, they may choose to forgo the HP recovery. Instead, the avatar gains 2 Mana Boost points. These points are added to the avatar’s current pool (up to the maximum of 10).
- Hearth-Link (Normal): If the avatar has a bound Hearthstone, they may touch the vial to the stone to immediately identify the current direction and estimated distance to their bound hearth, provided it is within 100 miles.
- Siphon Flare (Silent): The avatar can expend 1 Mana Boost point to make their next spell attack ignore the half-damage penalty of a second action in a turn cycle.
Tags: originally made by: Malakor the Etcher, modified by: Sector 7 Guild, Biological Focus, Sanguine, Tier 1, Common, Neck Slot, Waist Slot, Mana Battery, Magic Circuit, Transmutation, Conductive, Quartz-encased, Crimson-fluid, Leveling-gear, Non-electronic, Mana-reactive, Soul-bound, Artisanal, Ritual-focus, Steam-etched, Bio-conduit, Essence-linked
Procurement of the Sanguine Reservoir
The Item 712-409 of the Sanguine Reservoir is a common staple for beginning practitioners, yet its acquisition remains a personalized experience due to the biological requirement of the item. Because it is a Tier 1 item, it is widely distributed across the 73 island nations, though the specific method of obtaining one can vary based on an avatar’s social standing and location.
Methods of Acquisition
- Possession Inheritance: Many avatars are already in possession of a Sanguine Reservoir at the moment a character soul takes over. Since these items are common tools for apprentices and junior guild members, a character may wake up with the vial already hanging from their neck or tucked into their starting extradimensional pouch.
- Guild Allocation: New members of magical or alchemical guilds are often issued a reservoir as part of their basic kit. In this case, the item is not “bought” but earned through a commitment to the guild’s faction, often requiring the first month’s membership fee of one gold to be paid upfront.
- Combat Recovery: While Tier 1 possessed avatars vaporizer upon death, they leave behind their equipment. Adventurers frequently find these vials among the sparks and crystals left behind after a skirmish with rival apprentices or rogue mages.
- Direct Commissions: An avatar with enough gold can seek out a local artisan or “Etcher” to have a vial custom-made. This allows for specific naming tags to be added, such as “modified by” followed by the avatar’s own name, provided they assist in the ritual crafting process.
Commercial Environments and Market Valuation
Because there is no set price per tier in Saṃsāra, the cost of a Sanguine Reservoir fluctuates based on the local economy and the “buyer beware” nature of the sellers’ market.
- Alchemical Apothecaries: In large walled cities or “Somewhat Safe” areas, these shops are the primary source for the reservoir. These establishments smell of sulfur and ozone, featuring mechanical pulleys that move crates of quartz and brass components. Because these shops are regulated by local Guild Masters, the items are generally reliable. In a standard City Apothecary, the item typically sells for 15 to 25 Gold. The shop might buy a used, unattuned vial from an adventurer for 7 Gold, assuming the glass is not cracked and the magic circuits are intact.
- Port Town Junk Shops: Near seaports where trade is heavy and oversight is light, these items can be found in cluttered stalls alongside steam-engine parts and old leather gear. The quality is hit-or-miss; a vial might be falsified or contain a hairline fracture that reduces its resilience. Here, a desperate seller might part with one for as little as 8 Gold, while a greedy vendor might try to convince a newly arrived Isekai character to pay 50 Gold by claiming it belonged to a legendary hero.
- Rural Village Exchanges: In small villages with fewer than 100 residents, a Sanguine Reservoir is a rare and precious commodity. Since there is no formal currency exchange or World Bank branch nearby, the item is usually traded for goods or services. A village elder might trade a reservoir for a week of protection against feral beasts or for a large shipment of grain. If expressed in value, it often reaches upwards of 60 Gold due to extreme scarcity in the backwoods.
- The World Bank “New Account” Choice: While not a traditional shop, the World Bank sometimes offers a variation of these basic reservoirs to those who deposit significant sums of precious metals or non-metal coinage. While the bank primarily offers household items like toasters or clocks, some branches in high-magic sectors substitute these for Tier 1 conduits to encourage adventurers to use their storage services.
- Black Markets and Unsafe Areas: In lawless ruins or underground dens, the price is entirely dependent on the immediate need for power. If an avatar has lost their primary focus in battle, a “Rule Breaker” or shadow merchant might demand 100 Gold or even a Tier 2 magic crystal in exchange for this common item. Conversely, if a party has just cleared a dungeon and has a surplus of salvaged gear, these merchants may only offer a few Electrum pieces, knowing the party cannot easily transport the weight of extra equipment without sufficient extradimensional storage.
Tactical Manifestations of the Sanguine Reservoir
The use of Item 712-409 of the Sanguine Reservoir in roleplay is defined by the physical interaction between the avatar and the blood-filled vial. Because the “Mind’s Eye” allows everyone to perceive the potential of an item, the mere act of reaching for the reservoir can alter the tension of an encounter. The effectiveness of the item changes based on whether the avatar is in a “Designated Safe” area or a “Deathly” zone, as the perceived AC and the reliability of magic flow fluctuate with the environment.
Roleplaying Offensive Applications
When using the reservoir for offense, the roleplay focuses on the “Harmonic Focus” and the manipulation of the “Siphon Flare.” The avatar does not simply point a finger; they must physically engage with the conduit.
- Environmental Interaction (Normal Areas): In the wilderness, an avatar might roleplay the “Normal Casting” of a spell by gripping the vial tightly, causing the internal crimson nebula to spin violently. As they chant for less than six seconds, the brass seals of the vial hum with steam-pressure, granting that +1 bonus to their roll-to-hit. The player might describe the “Silver Fire” of a Mana Boost erupting from the vial’s cap, bypassing a monster’s natural resistances.
- The Siphon Flare Maneuver: In the heat of combat, roleplaying the “Siphon Flare” involves a “Silent Casting” where the avatar ignores the usual vocal flourishes. The player describes the vial turning a deep, angry purple as they expend a Mana Boost point. This allows them to launch a second consecutive attack without the usual half-damage penalty, catching a foe off-guard as the reservoir temporarily overclocks the avatar’s magic crystalline cells.
- Complex Range Roleplay: When using the reservoir to boost a ranged spell at “Complex” distances, the player can roleplay the “Hyper Focus” ability. They describe the avatar squinting through the quartz of the vial to calculate the arcane trajectory, accepting the headache and reduced perception of the surrounding battlefield to ensure the spell hits a target hundreds of yards away.
Roleplaying Defensive Applications
Defensively, the reservoir is used to bolster the avatar’s “Armor Check” and to ensure survival through the “Mana Boost” reaction.
- Environmental Buffs (Safe and Somewhat Safe Areas): Within the walls of a city, where AC is doubled, or in a guarded inn where it is tripled, the reservoir acts as a stabilizing anchor. A player might roleplay their avatar sitting with their back to a wall, one hand resting on the vial. They describe the warm, rhythmic thrum of the blood-bond, which provides a sense of security and psychological AC. If a thief targets a worn item, the player roleplays the vial’s “Sanguine Stability,” making it harder for the thief to successfully “unattune” or snatch the item.
- The Last Stand (Unsafe and Deathly Areas): In areas where AC is halved or entirely stripped away, the roleplay becomes much more desperate. Here, the reservoir is the only thing standing between the avatar and vaporization. When an attack is known to be lethal, the player roleplays the “Mana Boost” reaction. They might describe the vial glowing with a blinding flash as a single point of mana is consumed, leaving the avatar gasping and battered at 1 HP, but still standing.
- Targeted Item Defense: If a foe announces they are targeting the reservoir itself, the roleplay involves the avatar shielding the pendant with a hand or tucking it under their armor. Since the item’s own AC is added to the avatar’s current AC and tier level, the player describes the magical friction created as the enemy’s attack deflects off the reinforced quartz, protecting the vital conduit from being deactivated.
- Hearth-Link Navigation: In defensive retreats, roleplaying the “Hearth-Link” involves the avatar pressing their bound Hearthstone against the vial. The player describes the purple glow of the stone bleeding into the red of the vial, creating a directional pulse that guides the party back toward a safe zone before they are overwhelmed by superior numbers in the wilderness.

Perception of Activation: Item 712-409 of the Sanguine Reservoir
The activation of the Sanguine Reservoir is a visceral experience that bridges the gap between biological life and arcane machinery. Because magic in Saṃsāra is driven by the power of thought and channeled through physical conduits, the sensory feedback is intense and multifaceted.
User’s Perspective
- Tactile: Upon feeding the intake needle, the avatar feels a sharp, rhythmic thrumming against their skin as the vial synchronizes with their heartbeat. The quartz transitions from cold stone to a feverish warmth, vibrating with the frequency of a low-pressure steam valve.
- Visual (Mind’s Eye): The primary language of the character’s thoughts manifests a data overlay in their vision. They perceive the “Harmonic Focus” as a glowing geometric lattice extending from the vial to their hands.
- Olfactory: A metallic, ozone-heavy scent fills the avatar’s nose, a byproduct of the magic crystalline cells reacting to the localized magic circuit within the brass housing.
- Extra-Sensory: The user experiences a “Soul Sight” resonance, where they feel their consciousness “anchored” to the physical world. This provides a sense of grounding, though it comes with a faint, persistent background hum that resonates in the marrow of their bones.
Observer’s Perspective
- Visual: Witnesses see the semi-translucent quartz cloud over as the blood enters, followed by a sudden burst of ultraviolet light that pulses in time with the user’s pulse. The internal brass gears begin to rotate with impossible smoothness, casting flickering shadows.
- Auditory: A distinct “hiss” of escaping magical steam is heard, followed by a melodic, metallic chime that signals the completion of the biological seal.
- Extra-Sensory (True Sight): An observer with True Sight perceives a sudden, brilliant flare in the ultraviolet spectrum. The vial appears to “bleed” ribbons of purple light that wrap around the avatar’s neck and arms, marking them as an active conduit.
- Extra-Sensory (Blind Sight): Those using echolocation or Blind Sight perceive a sudden “density” in the air around the vial, as the magic flow creates a micro-distortion in the local atmosphere.
Positives
- Arcane Stability: The user feels a profound increase in their ability to manipulate the “weave.” The mental “static” usually associated with high-magic weather patterns is filtered out, making the execution of spells feel as natural as breathing.
- Bio-Feedback: The avatar gains an instinctive awareness of their own health pool. The reservoir acts as a diagnostic tool, allowing the character to “feel” exactly how much Mana Boost energy is remaining within their cells.
- Combat Readiness: The physical vibration of the vial acts as a stimulant, sharpening the avatar’s reflexes and providing a psychological edge during initiative rolls.
Negatives
- The Sanguine Toll: The initial draw of blood causes a momentary wave of lightheadedness. If the avatar is already low on health, the attunement process can be physically taxing, triggering the “pain” intervals associated with magical strain.
- Sensory Overload: The constant ultraviolet glow and the metallic hum can become distracting in quiet environments. It is nearly impossible to use this item for stealthy “Silent Casting” while it is activated, as the light and sound are perceptible to those with high perception.
- Psychological Weight: The permanent memory of the blood-bond remains in the character’s Mind’s Eye. This can lead to a heavy emotional burden as the character realizes how much of their avatar’s physical life is being consumed to fuel their progress through the tiers.
Recipe: The Etcher’s Sanguine Conduit
Recreating a Sanguine Reservoir requires a precise synchronization between alchemical science and magical attunement. Artisans must balance the volatile pressure of magical steam with the delicate biology of the intended avatar to ensure the conduit does not shatter upon the first draw of blood.
Materials Needed
- High-Grade Reinforced Quartz (1 lb): Must be free of occlusions to prevent magic flow turbulence.
- Tier 1 Magic Crystal (1 unit): Acts as the primary arcane battery and catalyst for the internal magic circuit.
- Refined Brass Alloy (4 oz): Used for the etched cap and base seals.
- Magical Solder: A mixture of silver and alchemical flux to bind the magic circuits.
- Bio-Reactive Fluid (2 drams): A neutral alchemical solution that prevents the blood from clotting once introduced.
- Needle-Thin Intake Component: A hollowed needle made of surgical-grade steel or silver.
Tools Required
- Precision Etching Stylus: For carving the localized magic circuits into the brass and quartz.
- Small Steam-Powered Lathe: To shape the quartz cylinder and ensure a hermetic seal.
- Alchemical Burner: To melt the magic solder and fuse the crystal to the brass base.
- Magic Circuit Tester: A handheld tool used to verify the flow of magic before the final seal.
- Soul-Link Calibrator: To tune the device to the frequency of a sentient mind.
Skill Requirements
- Alchemical Crafting (Level 2+): Necessary to handle the bio-reactive fluids and the refinement of the brass.
- Magical Crafting (Level 1+): Required to etch functional magic circuits and handle the Tier 1 Magic Crystal.
- Transmutation Knowledge: To ensure the quartz can withstand the transition from cold stone to a heated magical focus.
Crafting Steps
- Step 1: Quartz Preparation: Use the steam-powered lathe to grind the reinforced quartz into a hollow cylinder. The walls must be uniform in thickness to prevent irregular intervals of pain for the user once the item is attuned.
- Step 2: Circuit Etching: Carefully etch the exterior of the brass cap with the “Sector 7” standard magic circuit patterns. These patterns must be deep enough to hold the magical solder and allow for clear “Mind’s Eye” identification.
- Step 3: Catalyst Integration: Secure the Tier 1 Magic Crystal into the base of the cylinder using the alchemical burner and solder. Ensure the crystal is in direct contact with the internal brass leads to facilitate magic flow storage.
- Step 4: Intake Assembly: Install the needle-thin intake component through the brass seal. This must be connected to a one-way valve to ensure that once blood enters the bio-reactive fluid chamber, it cannot be extracted or exposed to the outside air.
- Step 5: Hermetic Sealing: Apply the magical solder to the junction where the brass meets the quartz. Use the steam lathe to press the components together while the solder is molten, creating a seal that can withstand the internal pressure of a Mana Boost.
- Step 6: Final Calibration: Pass a low-voltage magic flow through the completed reservoir. Use the Soul-Link Calibrator to check for ultraviolet flares. If the glow is steady and the quartz feels warm to the touch, the item is ready for its first attunement ritual.
First Red-Water Vessel of Scratched Brass
It is written upon the crumbling stone-leaves of the before-times, in the age when the hot-water-smoke was newly trapped by the makers of wheels, that there lived a man named Malakor Who Scratches. This man was a walking-vessel for a ghost-memory of the beyond. He came from the other-where, the place of no-magic, but in the moon of Saṃsāra, he found his hands full of the purple thought-wind. The sickness of the crystal cells grew in his meat-shell, making his mind very loud but his body very fragile.
In those days, the purple thought-wind was angry. When the sky-gas giant hid the bright-star and the Dark-Week came, the magic storms would sneeze upon the land. Malakor Who Scratches wished to hold his purple thought-wind in a cup of safety. He did not want to suffer the god-pain of the unequal levels. He wished to focus his mind so his ghost-memory could speak to the world without breaking his walking-vessel.
First, Malakor Who Scratches went to the deep dirt where the elementals of the hard-earth slept. He traded three shiny metal disks to a creature of many arms to dig up the clear-rock. The clear-rock was like ice that does not melt in the sun. He took the clear-rock to his fire-house. He made a hole in the clear-rock. He caught a small rock of magic from a dead feral biting-dog and put it in the hole. He closed the hole with the yellow-metal. He spoke the silent words of doing. But the purple thought-wind was too furious for the dry clear-rock. It shouted with a great light and shattered the cup into many sharp sands. Malakor Who Scratches wept from his seeing-orbs because he had lost his magic rock and his hands were bleeding from the sharp sands.
He did a great pondering. He understood that the rock of magic was hungry for the living-juice, because it came from the meat-shell of the biting-dog. The hot-water-smoke of the machines could not feed it, for it had no ghost-memory attached to it.
Malakor Who Scratches laid his body under the large green leaves of the sleeping-tree. His ghost-memory floated up into the star-paths where the omnipotence is gathered. There, he heard the thunder-mouth of the Earth Mother, she who is the dirt and the water. The translation of her words is difficult, but it is written she said: “You who hold the memories of the other-where, the purple fire only listens to the red-water of the walker. You must give it your own river of life. This is the law of the exchange. The conduit must know the flavor of your ghost-memory.”
Malakor Who Scratches awoke with a great hurting in his head, feeling the bones of chance rolling against his favor. But he had the knowledge of the Earth Mother.
He fashioned a second cup of the clear-rock. He made the walls very thick, like the skin of the water-beasts. He took the yellow-metal and scratched it with the paths of thought, making a map for the purple fire to run upon. Then, he forged a silver thorn. He placed the silver thorn into the cap of the yellow-metal. With a brave heart, he pushed the silver thorn into the pressing-vein of his own arm.
The red-water of his walking-vessel flowed into the cup. It did not fall like water; it floated like a tiny, angry cloud. The rock of magic at the bottom of the cup drank the red-water. It did not break. It made a sound like a happy flying-insect. The red-water spun and spun, becoming a nebula of crimson and violet. Malakor Who Scratches felt his walking-vessel become momentarily weak, losing a portion of his numbers of not-dying, but his mind became as sharp as a newly struck sword. The purple thought-wind was no longer a storm; it was a loyal hound upon a leash. He tied the cup to his neck-bone with a leather string.
It came to pass that during the next Dark-Week, a beast of feral mind approached the village of mud-houses. This beast was a wrong-gestalt, made of the angry parts of leaping-cats and tearing-birds. The guards of the village shook with fear, their iron-sticks useless, for they were only of the first level of standing.
Malakor Who Scratches walked into the dirt road. He held the Red-Water Vessel in his hand. He began the shouting spell, chanting for many breaths to gather the heavy magic. The beast of many parts ran at him, eager to make him into food. Malakor Who Scratches pushed his thought through the spinning red-water. The red-water told the rock of magic to wake up with great violence.
Because of the vessel, the purple fire ignored the rule of the tired-arms. The silver fire of the pure mind erupted from the yellow-metal cap. It flew through the air, completely avoiding the beast’s thick skin of stopping. The silver fire struck the center of the wrong-gestalt. The beast became cooked meat instantly, leaving behind only a rock of magic the size of a tree-fruit.
The people of the mud-houses made their mouths wide with cheering. They named him a master of the purple fire. Malakor Who Scratches taught the scratching of the yellow-metal to others of the ghost-memories. Many failed, building cups that exploded their neck-bones because they did not use their own red-water. But those who listened learned to tame the purple thought-wind. The Makers of Things wrote his scratchings into the great books, and the cup of the red-water became the first true bridge between the meat-shell and the magic.
Moral of the Story: To command the purple fire of the outside-place, one must first feed it the life-water of the inside-place, for magic without a piece of the maker is only a storm waiting to break the cup.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition) The Vessel of Vital Transfusion A palm-sized glass cylinder reinforced with brass bands and a needle-intake valve. The fluid within pulses with a sickly, iridescent violet-red light.
- Item Type: Artifact / Occult Focus
- Sanity Loss: 1/1d4 Sanity points to attune.
- Game Mechanics: To activate the vessel, the user must suffer 1d3 hit points of damage as their blood is drawn into the cylinder. While the vessel is held and active, the user gains a Bonus Die on all Hard or Extreme rolls involving the Occult skill or when casting spells.
- Magic Point Reservoir: The vessel can store up to 5 Magic Points. Once per day, the user may spend 2 hit points to instantly refill 5 Magic Points into the vessel. If the vessel is broken, the user must succeed on a Hard POW roll or immediately lose the stored Magic Points and suffer 1d6 Sanity points from the psychic backlash.
- Syntax: Bonus Die on Occult; 1d3 HP cost for activation; 5 MP storage capacity.
Blades in the Dark The Leech’s Sanguine Capacitor An experimental piece of Sparkwright gear that utilizes blood as a conductive medium for fine electroplasmic attunement.
- Item Type: Arcane Implement (1 Load)
- Tier: I
- Game Mechanics: While this item is equipped, you gain +1d to Attune actions when pushing yourself to channel arcane energy or handle electroplasmic devices.
- Sanguine Cost: When you use the Capacitor to enhance an action, you may take 1 level of Harm (Drained) instead of marking 2 Stress.
- Special Feature: If you are a Whisper, you may expend a charge from the Capacitor to gain Potency when Compelling a Ghost or resisting supernatural terror.
- Tags: Alchemical, Electroplasmic, Volatile.
Dungeons & Dragons (5th Edition) Item 712-409: The Bloodwell Focus Wondrous Item, Common (Requires Attunement)
- Item Type: Spellcasting Focus
- Slot: Neck or Waist
- Game Mechanics: You gain a +1 bonus to spell attack rolls and to the saving throw DC of your spells while you hold or wear this focus. To attune to this item, you must drop a small amount of your blood into the intake valve, reducing your maximum hit points by 1 until the attunement ends.
- Arcane Recovery: Once per day, when you finish a short rest and spend one or more Hit Dice to regain hit points, you can regain 1 expended spell slot of 1st level.
- Final Stand: If you are reduced to 0 hit points while wearing this item, you can use your reaction to drop to 1 hit point instead. Once used, this property cannot be used again until the next dawn.
- Syntax: +1 Spell Attack/DC; Max HP -1 penalty; 1st-level slot recovery.
Knave (2nd Edition) Malakor’s Etched Vial A heavy quartz tube bound in brass. It takes up 1 item slot.
- Item Type: Arcane Focus (1 Slot)
- Quality: 10/10
- Game Mechanics: When casting a spell from a spell book or scroll while holding this vial, you may add +1 to your casting roll or to the Save DC of the spell.
- Blood Price: You may choose to suffer 1d4 damage to automatically succeed on a spell check or to maximize the damage/healing of a Tier 1 spell.
- Repair: This item does not regain quality through standard rest. It must be “fed” a pint of fresh blood and tended by an Alchemist to restore 1d6 Quality.
- Syntax: +1 to Spell Rolls/DC; 1d4 damage for automatic success.
Fate Core / Accelerated The Sanguine Anchor A brass-capped vial that hums with the life force of the wearer, providing a steadying presence in the chaos of battle.
- Item Type: Personal Extra / Stunt
- Specific Game Mechanics: This item functions as the Aspect: Sanguine Bond with the Reservoir.
- Stunt: Blood-Fueled Focus. Once per scenario, you may take a 1-shift physical hit (box) to gain a +2 bonus to a Create an Advantage or Attack action involving magical or psychic power.
- Passive Benefit: When you have at least one physical stress box checked, you gain a +1 bonus to overcome obstacles related to mental fatigue or magical corruption.
- Syntax: Aspect: Sanguine Bond; +2 to Magic rolls via 1-shift hit.
Numenera & Cypher System The Bio-Crystalline Siphon A curious piece of ancient numenera. It is a cylinder of synth-glass containing a swirling, self-sustaining crimson fluid that reacts to the user’s bio-rhythms.
- Item Type: Artifact
- Level: 1d6 (minimum 3)
- Form: A pendant or belt-mounted device.
- Specific Game Mechanics: While the siphon is attuned (depletion roll 1 in 1d20), the user reduces the Intellect cost of all Esoteries (spells) or mental abilities by 1 point (to a minimum of 0).
- Bio-Boost: The user can choose to spend 2 points from their Might Pool to gain an Asset on any task involving the crafting or repair of numenera.
- Depletion: 1 in 1d20 (checked per use of the Bio-Boost).
- Syntax: -1 Intellect cost for Esoteries; 2 Might points for Asset on crafting.
Pathfinder (2nd Edition) Item 712-409: Reservoir of the Inner Sea Item 1 | Conjuration, Invested, Magical, Necromancy
- Price: 15 gp; Usage: worn; Bulk: L
- Specific Game Mechanics: You gain a +1 item bonus to your spell attack rolls.
- Activate: [One-Action] envision, interact. Frequency: once per day. Effect: You draw a small amount of your own essence into the vial. You take 1d4 persistent bleed damage (which you cannot voluntarily stop for 1 round), and you regain 1 Focus Point. This cannot increase your Focus Pool above its maximum.
- Resonance: If you are a Sorcerer, your spell DC for spells of your bloodline’s school increases by 1 while this item is invested.
- Syntax: +1 Item bonus to spell attacks; 1d4 Bleed for 1 Focus Point.
Savage Worlds (Adventure Edition) The Blood-Bound Relic A steampunk-inspired arcane focus used by those who value efficiency over safety.
- Item Type: Arcane Focus
- Specific Game Mechanics: The user gains a +1 bonus to their Spellcasting, Weird Science, or Psionics rolls.
- Blood Power: As a free action, the user may choose to take a level of Fatigue to immediately recover 5 Power Points. This Fatigue can only be recovered through a long rest (8 hours) and a hearty meal.
- Stabilization: When rolling for a Dynamic Backlash, the user may re-roll the result once but must keep the second roll.
- Syntax: +1 to Arcane skill rolls; 1 Fatigue for 5 Power Points.
Shadowrun (6th World Edition) The Sanguine-Focus Link A sleek, chrome-finished cylinder designed with a biometric intake needle. It is popular among street mages who lack traditional reagents and must rely on their own physical limits to stabilize spells.
- Item Type: Magic Focus (Force 1)
- Specific Game Mechanics: This item acts as a Spell Focus for a single category of magic (e.g., Combat or Health) chosen when the focus is bonded.
- Blood Bonding: To bond this focus, the user must spend 1 Karma and suffer 1 point of unresistable Physical damage.
- Force Bonus: The user gains +1 die to Spellcasting rolls for spells in the chosen category. Additionally, the user may take 1 box of Stun damage to reduce the Drain of a spell by 1 (minimum 0).
- Syntax: Force 1 Focus; +1 Spellcasting die; 1 Stun damage for -1 Drain.
Starfinder (2nd Edition / Playtest) Bio-Arcane Reservoir A fusion of biotech and technomancy. This wrist-mounted vial contains a synthetic-organic slurry that syncs with the user’s circulatory system via nanites.
- Item Type: Worn Magic Item
- Level: 1; Price: 300 credits; Bulk: L
- Specific Game Mechanics: While worn, you gain a +1 item bonus to your attack rolls with spells.
- Circulatory Recharge: Once per day, as a move action, you can command the reservoir to draw nutrients and hemoglobin from your body. You become Sickened 1 for 1 minute, but you immediately regain 1 Resolve Point. This Resolve Point must be spent within the next hour or it is lost.
- Biotech Integration: This item counts against your limit of worn magic items but does not count toward your biotech augmentation limit.
- Syntax: +1 Spell Attack; Sickened 1 for 1 Resolve Point.
Traveller (Mongoose 2nd Edition) Psionic Blood-Inductor A small, illegal piece of “Black Lab” technology. It uses a biological interface to amplify brainwave patterns, though it is highly taxing on the user’s metabolism.
- Item Type: Psionic Interface
- TL: 12
- Specific Game Mechanics: The user gains a +1 DM to all Psionic skill checks while the inductor is active.
- Metabolic Drain: Activating the inductor requires the user to suffer 1d3 damage to their END characteristic. This damage is treated as temporary and recovers at the normal rate for characteristic damage.
- PSI Storage: The device can store up to 2 PSI points. These points can be spent to fuel any psionic power the user possesses. The device is recharged by the user spending 1 hour in meditation while maintaining a physical connection to the blood-inductor.
- Syntax: +1 DM to Psionic checks; 1d3 END damage for activation.
Warhammer Fantasy Roleplay (4th Edition) The Sanguine Philter of Chamon A heavy brass vial etched with the runes of the Gold Wind. It is whispered that Alchemists of the Golden Order use such devices to steady their hands when the Winds of Magic grow turbulent.
- Item Type: Arcane Item
- Availability: Rare
- Specific Game Mechanics: When casting a spell from the Lore of Metal (Chamon) or the Lore of Alchemy, the user may add +1 SL (Success Level) to any successful Language (Magick) test.
- The Price of Gold: If the user rolls a Fumble on a casting test while using the Philter, the vial shatters. The user immediately suffers 1 Wound (ignoring Toughness and Armor) and must roll on the Minor Miscast table as the contained blood reacts with the raw Dhar.
- Sanguine Reserve: Once per session, the user may take 2 Wounds to automatically succeed on a Channeling test with 1 SL.
- Syntax: +1 SL to Magick tests; 2 Wounds for automatic Channeling success.
