Item 834 of Vessel Core Distillate Kits

Lore

In the industrial sprawl of Saṃsāra, the great grounded star-barges are not merely ruins; they are biological-mechanical cadavers rich with “humors.” The Item 834 of Vessel-Core Distillate Kits was originally designed for ship-surgeons and engine-seers to balance the volatile fluids within a barge’s manifold. As the barges fell and the guilds fractured, these kits became the primary tool for Tier 1 avatars who scavenge the “blood” (Phlogiston) and “bile” (Acidic runoff) of the ancient vessels. Owning a kit signifies one is a “Fluid-Reader,” someone capable of speaking the chemical language of the dead giants.

Description

The kit is housed in a rugged, oil-stained roll made of treated lizard-hide, secured by tarnished brass buckles. Inside, instead of standard glass beakers, it contains several reinforced quartz vials, a small manual centrifuge carved from bone, and a series of copper-tipped siphoning needles. A small, self-warming ceramic plate is embedded in the center of the roll, pulsing with a faint, rhythmic heat that prevents sensitive star-fluids from congealing into useless sludge.


Stats

  • Slot: Gear (1 Slot, typically worn at the hip or integrated into a rucksack)
  • Weight: 8 lbs.
  • Ability: Intelligence (Fluid-Logic)
  • Tier: 1 (Common Rarity)

Skills Gained While Openly Worn or Used

  • Fluid-Logic (Intelligence): The avatar gains a specialized understanding of how liquids interact with mechanical systems and biological entities.
  • Salvage Intuition: While the kit is visible, the user can more easily identify pressurized lines or chemical reservoirs within ruins.
  • Steady-Handed Siphoning: Proficiency in extracting volatile substances without triggering a premature combustion or leak.

Multiple Passives Magic

  • Stabilizing Aura: Any volatile alchemical substance (such as Phlogiston Marrow or Acidic Runoff) stored within 1 foot of the kit is magically stabilized, reducing the chance of accidental detonation from physical impact by half.
  • Trace-Scent Identification: The kit hones the user’s olfactory senses to a supernatural degree, allowing them to identify the chemical composition of any liquid within 5 feet without having to open the container.
  • Temperature Sync: The ceramic plate within the kit automatically adjusts its heat to match the “Heartbeat” of any star-barge the avatar is currently inside, keeping siphoned marrow in a state of ready-activation.

Multiple Active Magics

  • Analyze Humor (Utilize): The avatar can spend a few moments testing a substance. With a successful Intelligence check (DC 15), they identify the origin, potency, and potential effects of a mystery liquid.
  • Spark-Ignition (Utilize): By striking the copper siphoning needles against the ceramic plate, the avatar can produce a controlled, magical spark to start a fire even in oxygen-thin or damp environments (DC 15).
  • Field-Craft (Action): During a period of downtime, the avatar can use the centrifuge and siphoning needles to refine raw star-vessel fluids into usable items such as Acid, Phlogiston Marrow, or non-smotherable Oil.

Tags

Tier-1, Common, Tool-Kit, Alchemical, Industrial-Salvage, Intelligence-Based, Star-Barge-Tech, Fluid-Logic, Refinement, Kaskarey-Standard, Consumable-Generator, Vessel-Surgics, Manifold-Tapping, Copper-Needled, Resin-Stained, Heavy-Industrial, Bile-Siphon, Rhythmic-Warmer, Humors-Balance, Salvage-Certified, Quartz-Cased, Gear-Logic

In the world of Saṃsāra, obtaining Item 834 of Vessel-Core Distillate Kits is a rite of passage for those seeking to survive the industrial ruins of the grounded star-barges. Because the kit is essential for harvesting the volatile fluids that power much of the fringe technology, it is widely used but tightly controlled by the guilds who claim ownership over the barge-husks.

Methods of Acquisition

  • Guild Apprenticeship: Most avatars obtain their first kit as part of an indenture to the Ship-Breaker Guilds. It is issued as a standard tool of the trade, often with the previous owner’s name etched into the copper siphoning needles.
  • Battlefield Scavenging: These kits are ruggedly built to survive engine room catastrophes. They are frequently found on the remains of “Fluid-Readers” who did not move fast enough during a manifold rupture.
  • The “Lifer” Legacy: Occasionally, a retiring barge-engineer will pass their kit down to a younger avatar. These kits are often highly customized with extra quartz vials or leather padding, having been maintained for decades.

Buying and Selling in Saṃsāra

The acquisition of a Distillate Kit depends heavily on the legitimacy of the vendor and the current scarcity of star-barge salvage.

The Guild Commissary (The High Spires) These are official, sterile environments where every tool is stamped with a serial number and a seal of quality. The shopkeepers are often retired engineers who demand proper identification before showing the goods.

  • Method: Sold as “Standard Issue Vessel Maintenance Kits.” You must prove your affiliation with a recognized salvage guild. The kits here are brand new, with unblemished lizard-hide rolls and perfectly calibrated ceramic plates.
  • Cost: 75 to 90 Shards. (The price includes a “Safety Certification” which supposedly grants the user immunity from certain municipal fire-safety fines).

Salvage Yard Brokers (The Scrapyard Districts) These shops are located in the shadows of the great barges themselves. They are cluttered, smelling of grease and old copper. The kits here are second-hand and often show signs of heavy use.

  • Method: Sold as “Field-Tested Siphoning Sets.” The broker will likely demonstrate that the ceramic warming plate still pulses correctly by placing a drop of water on it. The transaction involves haggling and perhaps a trade for raw metal scrap.
  • Cost: 50 to 60 Shards. (The “Fair” market value for an avatar of the first tier).

Alchemical Apothecaries (The Wandering Markets) These shops are located in colorful tents or on the backs of slow-moving pack beasts. They cater to travelers and independent “un-guilded” alchemists.

  • Method: Sold as “The Chemist’s Roll.” The merchant focuses on the kit’s ability to craft perfume and paper, downplaying the dangerous “Bile-Siphoning” aspect to avoid unwanted attention from city guards.
  • Cost: 65 Shards. (Higher than the scrapyard, but lower than the commissary, reflecting the convenience of buying outside of guild-controlled zones).

Shadow-Dock Handshakes (The Black Market) Sold in the dead of night by those who siphoned the marrow illegally. The kits are often “hot,” meaning they were stolen directly from a guild warehouse.

  • Method: The exchange is quick and wordless. The kit might be missing a vial or have a cracked needle, but the fundamental magic remains intact.
  • Cost: 35 to 40 Shards. (A dangerous bargain; if a guild enforcer catches an avatar with a stolen serial number, the consequences are severe).

Operational Deployment of Item 834: Vessel-Core Distillate Kits

In the industrial reality of Saṃsāra, the Vessel-Core Distillate Kit is not merely a box of tools but a badge of office for the “Fluid-Reader.” Its application in combat and survival depends on the avatar’s ability to manipulate the chemical lifeblood of the environment.


The Pressurized Hulls of Active Star-Barges

In the shrieking, steam-filled corridors of a functioning or dying vessel, the kit is used to turn the ship’s own systems against intruders.

  • Offense: An avatar utilizes the Manifold-Tapping and Steady-Handed Siphoning skills to bypass a safety valve on a high-pressure line. By inserting a copper siphoning needle directly into a bypass port, the avatar can spray a concentrated jet of acidic bile or superheated coolant at attackers. Roleplay involves the “Fluid-Logic” of the avatar as they calculate the exact pressure drop required to create a lethal spray without causing a catastrophic hull breach that would consume the party as well.
  • Defense: When cornered in an engine room, the avatar uses the Stabilizing Aura of the kit to shield their own cache of explosives or volatile marrow. While the enemy’s stray projectiles risk detonating loose canisters, the avatar’s supplies remain inert. The avatar roleplays the calm “Vessel-Surgics” practitioner, kneeling amidst the chaos to quickly refine a specialized “Soot-Screen” from raw engine runoff, creating a localized cloud of thick, black smoke to mask a tactical retreat.

The Low-Oxygen Depths of Submerged Ruins

In the flooded lower decks where the water is stagnant and thick with chemical salts, the kit becomes a life-preserver.

  • Offense: The avatar uses the Spark-Ignition active magic to trigger a combustion in a pocket of trapped hydrogen gas near the ceiling. Because the copper needles and ceramic plate are designed for “Star-Barge” conditions, the spark is magically amplified to ignite gases that would otherwise remain dormant in the damp. Roleplay describes the avatar carefully uncorking a vial of refined marrow to act as a “fuse” before striking the needles, resulting in an underwater pressure wave that stuns aquatic predators.
  • Defense: Using Trace-Scent Identification, the avatar detects a “bile-leak” in the water long before it touches their skin. They use the Humors-Balance logic to quickly neutralize a patch of acidic water by siphoning in a neutralizing agent from their kit. The avatar roleplays the careful “Fluid-Reader,” navigating the party through a safe path in a toxic pool that appears identical to clear water to the untrained eye.

The Open-Air Scrapyards and Bazaar Districts

In the crowded, chaotic streets where law is enforced by the guilds, the kit is a tool of subtle sabotage and protection.

  • Offense: During a chase through a marketplace, the avatar uses the Analyze Humor ability to identify a merchant’s vat of highly flammable oil. Using the Field-Craft action mid-stride, they toss a small catalyst from their kit into the vat, changing its chemical “heartbeat.” This causes the oil to begin a slow, boiling expansion that creates a slippery, stinking barricade behind the avatar, slowing down guild enforcers without causing an immediate explosion.
  • Defense: When accused of carrying illegal “Liquid Spite,” the avatar uses the Stabilizing Aura to suppress the rhythmic pulse of their vials, making them appear to be nothing more than inert “Barge-Marrow” used for lubrication. They roleplay the “Salvage-Certified” technician, opening their lizard-hide roll to show the enforcers a series of “perfectly legal” quartz vials, using the Fluid-Logic skill to confuse the guards with overly technical jargon about manifold maintenance.

The Desolate Spirit-Voids and Aetheric Wastelands

In areas where the physical laws of Saṃsāra have collapsed, the kit provides a tether to industrial reality.

  • Offense: The avatar uses the Vessel-Core Distillate Kit to “bleed” the local environment of its lingering aetheric residue. By using the Quartz-Cased centrifuge, they can condense the “spirit-exhaust” of the wasteland into a physical, corrosive sludge. Roleplay involves the avatar harvesting the very air to create a weapon that can melt the physical manifestations of void-wraiths.
  • Defense: Using Temperature Sync, the avatar keeps their body heat stabilized in a void-storm by drawing heat from the pulsing ceramic plate. They use the Resin-Stained needles to “anchor” their physical form to a piece of scrap metal, using the kit’s industrial magic to ensure they are not “evaporated” by the shifting spiritual currents. The avatar roleplays a “Heavy-Industrial” anchor in a world of ghosts, their kit providing the only rhythmic, mechanical pulse in a silent land.

Perception of Activation:

  • User’s Perspective
    • Sight: When the ceramic plate is struck by the copper needles, you see a sharp, violet-tinted spark that blossoms into a miniature, stable arc of electricity. The star-fluids within the quartz vials begin to pulse in a synchronized, crimson glow, and the lizard-hide roll appears to “breathe” as the embedded heating element expands.
    • Sound: A high-pitched, metallic ping is followed by a persistent, low-frequency hum that resonates through the table or surface the kit is resting on. It sounds like the distant, idle drone of a star-barge’s secondary power core.
    • Touch: Your fingertips feel a localized, rhythmic vibration—the “heartbeat” of the kit. The ceramic plate emits a steady, dry heat that feels artificial and focused, while the air immediately around the kit becomes heavy with static electricity, causing the hair on your knuckles to rise.
    • Smell: A sharp, clean scent of ozone and sterilized metal dominates the area, masking the ambient odors of rust or decay common in the ruins.
  • Observer’s Perspective
    • Sight: The observer sees a flickering, violet light emanating from the center of the roll, casting long, rhythmic shadows against the walls. The vials seem to contain a living, swirling aurora that reacts to the proximity of the user’s hands.
    • Sound: To others, the kit produces a faint, rhythmic ticking sound, similar to a precise mechanical clock or a cooling engine manifold.
    • Touch: Those nearby feel a subtle “pressure” in their inner ear, a side effect of the stabilizing aura as it aligns the local aetheric currents to protect the volatile contents.
  • Extra-Sensory Perceptions
    • Aetheric Sight: Those with magical vision perceive a localized “bubble” of structural order. The kit appears as a steady, blue-tinted geometric field that repels the jagged, grey static of the surrounding wasteland or spirit-void.
    • Fluid-Logic Intuition: You gain an instinctive understanding of the “flow” of the room. You can “sense” the pressurized lines behind the walls or the chemical reservoirs beneath the floorboards as if they were part of your own circulatory system.
    • Temporal Sync: You perceive time in rhythmic “beats” rather than seconds. This allows you to perfectly time your siphoning actions between the pulses of a leaking engine or the flickering of a dying light source.
  • Positives
    • Total Environmental Awareness: The kit allows for the identification of chemical hazards before they can cause harm, turning a lethal ruin into a manageable laboratory.
    • Resource Generation: It transforms the dangerous waste of the star-barges into valuable combat and survival tools, ensuring the avatar is never truly without options.
    • Stabilization: The aura significantly reduces the risk of carrying high-volatile materials, allowing for aggressive movement that would otherwise detonate the user’s backpack.
  • Negatives
    • Nervous Vibration: Prolonged exposure to the kit’s rhythmic pulse can cause a lingering “phantom vibration” in the user’s hands, providing a temporary penalty to tasks requiring extreme fine-motor delicacy for one hour after use.
    • Ozone Fatigue: The constant scent of the kit is cloying and can lead to a dulled sense of smell, making it harder to detect natural scents like smoke or rotting organic matter.
    • Audible Signature: The mechanical drone of the kit, while quiet, is distinct and can be detected by entities tuned to star-barge frequencies or those with sensitive hearing in a silent environment.

Recipe: Assembly of the Vessel-Core Distillate Kit (834 Tool-Set)


Materials Needed

  • 1 Square of Treated Lizard-Hide: Must be cured in industrial oils to resist acid corrosion and high-heat exposure.
  • 4 Reinforced Quartz Vials: Specially tempered to hold pulsing Phlogiston or caustic engine bile without shattering from internal vibration.
  • 3 Copper-Tipped Siphoning Needles: To provide the necessary conductive path for extracting star-fluids from pressurized manifolds.
  • 1 Manual Bone-Carved Centrifuge: Used for the separation of heavy humors; the bone provides a natural dampener for spiritual resonance.
  • 1 Heat-Conductive Ceramic Plate: To serve as the pulsing warming element, etched with stabilization runes.
  • Lead-Lined Leather Strips: For internal padding and to provide a minor shield against aetheric static.

Tools Required

  • Diamond-Tipped Etching Stylus: For carving the fine rhythmic stabilization runes into the ceramic plate and quartz vials.
  • Fine-Point Soldering Iron: Used to secure the copper tips to the siphoning needles.
  • Leatherworking Awl and Sinew Thread: For constructing the rugged, oil-stained roll.
  • Aetheric Calibration Tuning Fork: To ensure the centrifuge is tuned to the base frequency of a standard star-barge core.

Skill Requirements

  • Fluid-Logic (Intelligence): To understand the flow of star-vessel humors and how to contain them safely.
  • Artisan (Leatherworking or Runecraft): Necessary for the construction of the protective roll and the etching of the heating plate.
  • Mechanical Tuning: The ability to calibrate tools to match the rhythmic “heartbeat” of industrial machinery.

Crafting Steps

  • Constructing the Outer Shell: Cut the lizard-hide to the appropriate size and reinforce the edges with lead-lined leather strips. Use the awl and sinew thread to create secure pockets for the vials and siphoning needles.
  • Etching the Pulse-Plate: Use the diamond-tipped stylus to carve the rhythmic heat-dispersion runes into the ceramic plate. These runes must be precise to ensure the plate warms to exactly 180°C without exceeding it.
  • Integrating the Warming Element: Secure the ceramic plate into the center of the leather roll. Link it to a small copper wire frame that will distribute the faint rhythmic vibration throughout the kit.
  • Needle and Vial Preparation: Solder the copper tips onto the siphoning needles, ensuring a leak-proof seal. Treat the quartz vials with a minor wash of aetheric binding salts to reinforce them against “Spirit-Hungry” fluids.
  • Tuning the Centrifuge: Use the calibration tuning fork while assembling the bone centrifuge. Tighten the central spindle until it hums at a low-frequency drone that harmonizes with the fork’s tone.
  • Final Synchronization: Place the completed tools into their respective slots. Strike the siphoning needles against the ceramic plate to initialize the first spark; if the kit begins to “breathe” with a steady, crimson-violet pulse, the distillate kit is successfully activated.

Breathing-Skin and Seven-Juices of Sleeping-Leviathan

In the Deep-Before-Now, when the Metal-Gods-of-the-High-Cloud fell like broken birds into the Salt-Mud, there was a Healer-of-Iron known as The-One-Who-Counts-the-Drips. The world was a place of Loud-Rust, and the Spirits-of-the-Barges were weeping in their Steel-Skeletons. These Barges were full of Bitter-Waters and Burning-Marrow, and no man could touch them without his Hands-Turning-to-Glass.

The-One-Who-Counts-the-Drips did not have a House-for-his-Tools, and his Glass-Sticks were always breaking in the Great-Shaking. He went to the Desert-of-Oil and spoke to the Oldest-Lizard, the one whose skin was Thick-as-a-Shield. He said, “Give me your Coat-of-Scales, so I may wrap the Anger-of-the-Barges inside it.”

The Lizard replied with a Voice-of-Grinding-Sand, “You must first find the Heartbeat-of-the-Hollow-Mountain and match it to my Breath.”

The Healer-of-Iron went into the Hollow-Belly of a fallen Barge. He found the Mother-Manifold, which was pulsing with a Violet-Fever. He took a Copper-Tooth (the needle) and bit the Manifold. The Crimson-Juice came out, but it was too Wild-to-Hold. It tried to Eat-the-Air.

The Healer took the Shin-Bone-of-a-Giant and made it spin (the centrifuge). He spun the Crimson-Juice until it forgot it was Fire and remembered it was Order. Then, he took a Stone-that-Always-Glows (the ceramic plate) and etched the Rhythm-of-the-Lizard’s-Breath upon it. He placed the Juices and the Sticks and the Bone into the Lizard-Skin, and the skin began to Thrum-with-the-Life-of-the-Dead-Barge.

He carried the Lizard-Roll (the kit) to the City-of-the-Choking-Smoke. The people there were dying because the Bile-of-the-Sky had leaked into their Drinking-Holes. The Water-was-Green-and-Screaming.

The-One-Who-Counts-the-Drips opened his Breathing-Skin. He took his Copper-Needles and siphoned the Green-Screaming into his Quartz-Bottles. He spun them in the Giant’s-Bone until the Green became Clear-and-Silent. He then touched his Spark-Plate, and the heat from the Metal-Memory warmed the water until it was Sweet-to-the-Tongue.

But a Warlord-of-the-Docks saw the power of the Juices. He said, “Give me the Breathing-Skin, so I may turn the River-to-Acid and melt my enemies!”

The Healer-of-Iron shook his head. “This is a Gift-of-Balance, not a Stick-for-Hitting.”

The Warlord grabbed the kit, but he did not know the Rhythm-of-the-Lizard. He tore the Skin-Roll, and the Stabilizing-Aura was broken. The Crimson-Juice inside felt the Loud-Rust of the Warlord’s heart and became Liquid-Spite. The kit began to Vibrate-with-Hate. It grew so hot it Melted-the-Warlord’s-Fingers-to-his-Sword, and the Industrial-Ozone filled the air like a Thick-Violet-Choke.

The-One-Who-Counts-the-Drips had to sing the Song-of-the-Wrench for Ten-Thousand-Ticks to calm the Burning-Marrow. He saved the city, but the Lizard-Skin was forever Stained-with-the-Sins-of-the-Greedy. Since that day, the Item-834 has been a tool for those who Listen-to-the-Drips, a way to turn the Poison-of-the-Past into the Medicine-of-the-Now.

Those who wear the Breathing-Skin are never truly alone, for the Mechanical-Thrum of the Fallen Barges beats against their hip, reminding them that the World-is-a-Vessel that must be Carefully-Drained.

The Moral of the Story: He who seeks to harvest the lifeblood of giants must first learn to master the rhythm of his own pulse, for a tool that balances the humors of the world will surely unbalance the soul of the one who reaches for it with a closed fist.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Unique Name: 834 Vessel-Core Distillate Kit Item Type: Industrial Alchemical Kit

  • Skill: Science (Chemistry) or Science (Pharmacy)
  • Initial Check: A Successful check allows the user to identify any industrial or star-barge fluid (DC 15 equivalent).
  • Game Mechanics: Using the kit grants a Bonus Die to checks made to stabilize volatile substances or neutralize chemical hazards.
  • Active – Spark-Ignition: The user can automatically start a fire in any environment, including high-wind or damp conditions, as long as a flammable substance is present.
  • Extra-Sensory – Fluid-Logic: Upon a successful Hard Science check, the user can “sense” the location of hidden chemical reservoirs or pressurized pipes within 30 feet, even through solid walls.
  • Sanity Loss: 0/1 (The unnatural, mechanical “breathing” rhythm of the kit can be unsettling to those unused to barge-tech).

Blades in the Dark

Unique Name: 834 Distillate Roll Item Type: Alchemical (2 Load)

  • Tier: Tier 1 (Common)
  • Quality: Fine (+1 Effect to Alchemical or Sabotage actions).
  • Game Mechanics: This kit counts as both Alchemical Tools and Wrecking Tools when dealing with star-barge fluids or pressurized machinery.
  • Passive – Stabilizing Aura: When carrying volatile alchemicals, you may ignore the first consequence related to accidental detonation or leakage.
  • Active – Field-Craft: During a score, you may use a Downtime Action “on the fly” to produce one dose of a Tier 1 alchemical (like Acid or Phlogiston Marrow) if raw materials are present in the environment.
  • Passive – Trace-Scent: You gain Potency when gathering information about chemical compositions or hidden machinery.

Dungeons & Dragons (5th Edition – 2024)

Unique Name: Item 834: Vessel-Core Distillate Kit Item Type: Artisan’s Tools (Alchemist’s Supplies)

  • Weight: 8 lb. | Cost: 50 GP
  • Ability: Intelligence
  • Utilize: Identify a substance (DC 15), or start a fire (DC 15).
  • Craft: Acid, Alchemist’s Fire, Component Pouch, Oil, Paper, Perfume.
  • Proficiency Bonus: If you have proficiency with this tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill used with that check (such as Arcana or Investigation), you have Advantage on the check.
  • Passive – Stabilizing Aura: Volatile items in your inventory have Advantage on Saving Throws against being destroyed or detonated by area damage.
  • Passive – Temperature Sync: You are resistant to extreme cold while the kit is openly worn, as the warming plate maintains your core temperature.
  • Rest Constraint: Remember that avatars gain nothing from a short rest; the kit’s “Field-Craft” abilities must be managed alongside other long-rest resources.

Knave (2nd Edition)

Unique Name: 834 Vessel-Core Distillate Kit Item Type: Tool Kit (1 Slot)

  • Ability: Intelligence (Fluid-Logic)
  • Game Mechanics: While using this kit, any checks to identify liquids, acids, or fuels are made with a +2 bonus.
  • Passive – Trace-Scent: You can detect the presence of toxic or flammable gases within a room simply by describing your avatar sniffing the air.
  • Active – Spark-Ignition: You can start a fire as an action, even without flint and steel, using the copper needles and ceramic plate.
  • Active – Refine: Spend 10 minutes scavenging a star-barge ruin to produce one use of a “Marrow-Vial” or “Acid-Flask.”
  • Mechanical Pulse: If the avatar is attempting to be silent, the low thrum of the kit requires them to wrap the kit in heavy cloth or suffer a penalty to Stealth.

Fate (Core/Condensed)

Unique Name: Item 834: Vessel-Core Distillate Kit Item Type: Industrial Utility Extra

  • Aspect: Master of the Barge-Humors
  • Skill Bonus: +2 to Lore or Crafts when identifying, siphoning, or refining star-barge fluids.
  • Passive – Stabilizing Aura: Once per session, you may ignore a consequence related to an accidental explosion or chemical leak from your own inventory.
  • Active – Analyze Humor: When you successfully Create an Advantage by examining a liquid, you gain an extra free invocation on the resulting aspect.
  • Active – Spark-Ignition: You may use the kit to overcome obstacles related to cold or darkness without needing a roll, provided the environment has any flammable vapor or residue.
  • Passive – Trace-Scent: You can use your Notice skill to detect chemical hazards or hidden machinery even in total darkness.

Numenera & Cypher System

Unique Name: Item 834: Vessel-Core Distillate Kit Level: 3 (Fixed Item)

  • Form: An oil-stained lizard-hide roll containing quartz vials and a pulsing ceramic plate.
  • Effect: This kit serves as a specialized toolkit for any task involving the identification, extraction, or refinement of industrial fluids.
  • Passive – Fluid-Logic: The user is trained in all tasks related to siphoning pressurized fluids or understanding star-barge plumbing.
  • Passive – Stabilizing Aura: Any volatile cyphers carried by the user are protected; if the user rolls a 1 on a defense roll, the cypher does not accidentally trigger or break.
  • Active – Spark-Ignition: By spending 1 point from the Intellect Pool, the user can produce a concentrated spark that ignites any flammable substance within immediate reach, even in poor conditions.
  • Active – Field-Craft: During a long rest, the user can attempt a difficulty 3 Intellect task to create one “vial of marrow” or “acidic runoff” (Level 2 Cypher) if they have access to vessel ruins.

Pathfinder (2nd Edition)

Unique Name: 834 Vessel-Core Distillate Kit (Item 1) Alchemical, Tool

  • Price: 50 gp; Bulk: 1
  • Hands: 2 (to use)
  • Passive – Fluid-Logic: You gain a +1 item bonus to Crafting checks to identify or create alchemical items, particularly those with the Fire or Acid traits.
  • Passive – Stabilizing Aura: Alchemical items in your possession gain a +2 item bonus to their Saving Throws against area effects.
  • Active – Analyze Humor: [one-action] (Concentrate) You examine a liquid or chemical residue. If you have the Alchemical Crafting feat, you can identify the substance immediately with a DC 15 Crafting check.
  • Active – Spark-Ignition: [one-action] (Manipulate) You strike the siphoning needles against the ceramic plate. This functions as the produce flame cantrip, but only for the purpose of igniting a flammable object or starting a fire.

Savage Worlds (Adventure Edition)

Unique Name: Item 834: Vessel-Core Distillate Kit Item Type: Artisan’s Tools

  • Weight: 8 lbs; Cost: $50
  • Passive – Fluid-Logic: The user gains a +2 bonus to Science or Repair rolls involving the siphoning or identification of star-barge chemicals.
  • Passive – Temperature Sync: The user gains a +2 bonus to Vigor rolls made to resist Environmental Hazards involving extreme cold.
  • Active – Spark-Ignition: As an action, the user can start a fire automatically in any environment where flammable gas or liquid is present. In damp conditions, this requires a Science roll at no penalty.
  • Active – Field-Craft: With an hour of work in a star-barge ruin and a successful Science roll, the user can manufacture one “Marrow-Vial” (standard incendiary) or “Acid-Flask.”
  • Passive – Trace-Scent: The user gains a +2 bonus to Notice rolls to detect chemical leaks, gas pockets, or hidden engine manifolds.

Shadowrun (6th World Edition)

Unique Name: 834 Vessel-Core Distillate Kit Item Type: Chemistry Toolkit (Industrial) Availability: 4 | Cost: 500¥

  • Game Mechanics: This kit functions as a high-grade Chemistry Toolkit. When used to identify or manipulate industrial star-fluids (like Phlogiston or Acidic Runoff), the user receives a +1 inherent bonus to the Engineering (Chemistry) skill.
  • Passive – Stabilizing Aura: While the kit is worn, any volatile alchemical or chemical compounds in the user’s inventory gain 2 points of Hardened Armor against accidental detonation from physical damage or heat.
  • Active – Analyze Humor: The user can perform a Quick Test using Logic + Engineering (Chemistry) (Threshold 3) to identify any unknown liquid or gas residue.
  • Active – Spark-Ignition: As a Minor Action, the user can ignite any flammable substance within Reach. This bypasses the need for mundane lighters and works in oxygen-depleted or high-moisture environments.
  • Passive – Trace-Scent: The user gains a +2 dice pool modifier for Perception tests involving chemical odors or gas leaks.

Starfinder (2nd Edition)

Unique Name: 834 Vessel-Core Distillate Kit Item Type: Professional Tool (Alchemist) Level: 1 | Price: 50 Credits | Bulk: 1

  • Hands: 2 (to use)
  • Passive – Fluid-Logic: You gain a +1 item bonus to Crafting checks to identify or create alchemical items. This bonus increases to +2 if the item is associated with star-barge technology (such as Phlogiston Marrow).
  • Passive – Temperature Sync: You gain a +1 item bonus to Fortitude saves against extreme cold.
  • Active – Analyze Humor: [one-action] (Concentrate) You identify a chemical substance with a DC 15 Crafting or Life Science check.
  • Active – Spark-Ignition: [one-action] (Manipulate) You strike the siphoning needles to start a fire. This can ignite any object with the Flammable trait even in adverse atmospheric conditions.
  • Active – Field-Craft: During a 10-minute rest, if you are in a star-barge ruin, you can produce one temporary “Marrow-Vial” or “Acid-Flask.” This item lasts until your next daily preparations.

Traveller (Mongoose 2nd Edition)

Unique Name: 834 Distillate Roll TL: 10 | Mass: 4 kg | Cost: Cr 250

  • Game Mechanics: This item provides the necessary tools for the Science (Chemistry) or Engineer (Life Support) skills when working with industrial fluids.
  • Passive – Stabilizing Aura: Any volatile canisters or vials stored with the kit are protected from vibration; they will not rupture or detonate unless the user takes a direct hit from a Weapon with the Destructive trait.
  • Active – Analyze Humor: With an Average (8+) Science (Chemistry) check (1D minutes), the user can determine the exact chemical makeup and origin of any siphoned fluid.
  • Active – Spark-Ignition: The kit can serve as a survival fire-starter, guaranteed to work in any atmosphere that supports combustion.
  • Passive – Trace-Scent: The user receives a +1 DM to any Recon or Electronics (Sensors) checks made to locate chemical leaks or manifold ruptures within 10 meters.

Warhammer (Fantasy Roleplay 4th Edition)

Unique Name: 834 Vessel-Core Distillate Kit Item Type: Trade Tools (Alchemist or Engineer) Price: 1 Gold Crown | Enc: 1 | Availability: Rare

  • Game Mechanics: This kit is required for any Trade (Alchemist) Tests involving the distillation of star-fluids.
  • Passive – Fluid-Logic: You gain a +10 bonus to any Intelligence-based Test to identify the properties of siphoned liquids or star-barge residues.
  • Passive – Stabilizing Aura: You may ignore the first “Explosive” or “Flammable” mishap result that would normally affect your inventory per session.
  • Active – Spark-Ignition: You can spend an Action to automatically start a fire in any environment where flammable vapor or liquid is present.
  • Active – Field-Craft: By spending 1 hour in a suitable ruin and passing a Challenging (+0) Trade (Alchemist) Test, you can refine enough raw material to create 1 dose of Phlogiston Marrow or Acid.
  • Passive – Trace-Scent: You gain the Acute Sense (Smell) Talent specifically for industrial chemicals and star-fluids. If you already have this Talent, you gain a +10 bonus to its use.