In the high-magic industry of Saṃsāra, the presence of magic crystalline viruses and feral beast secretions often leads to specialized alchemical needs. This distillate is a product of the Alchemical Guild’s early efforts to protect laborers working in mana-rich, pest-infested jungles. Unlike standard non-magical concoctions, this item utilizes refined fire-elemental steam to stabilize the reagents within a crystalline vial, ensuring that the essence remains potent even in extreme weather conditions.
- Lore: Originally developed by the Master Alchemists of Lathandus during the week of Warming, this distillate was intended for the “Cleaners” who cleared ruins of toxic fungi. It is said that the formula was whispered to an ancient herbalist by a sentinent beast who sought to protect its new human allies from the local flora.
- Description: A small, faceted vial made of Tier 1 magic crystal shards. The liquid inside is a thick, translucent lavender that pulses with a soft purple glow, characteristic of the Mind’s Eye perceiving its active magical properties. It is designed to be clipped to a belt or worn on a sash.
- Stats:
- Tier: 1 (Common)
- Slot: Waist Slot (or Sash Slot)
- AC: 1 (Counts toward the Tier 1 limit of 19 items)
- Resilience: 10
- Item HP: 10 + Avatar Max HP
- Skills Gained:
- While openly worn, the avatar gains +1 temporary skill point in Alchemical Crafting.
- While in use, the avatar gains +2 temporary skill points in Nature (Toxicology).
- Passive Magics:
- Purifying Aura: While the item is attuned and openly worn, the avatar has Advantage on saving throws against the Poisoned condition (Save DC 15 + relevant ability bonus).
- Crystalline Insulation: The vial is magically reinforced; it is immune to damage from non-magical temperature extremes, preventing the distillate from freezing or boiling.
- Active Magics:
- Immediate Neutralization: As an Action (including retrieval from storage and use), the avatar can consume the distillate. This immediately ends the Poisoned condition and grants immunity to further poisoning for 10 minutes.
- Vaporous Discharge: As an Action, the avatar can smash the vial on the ground (destroying the item) to create a 5-foot radius cloud of purifying steam. Any ally within the cloud may immediately roll a saving throw with Advantage to end a Poisoned condition.
- Tags:
- Consumable, Alchemical, Tier 1, Common, Magic Crystal, Purifying, Waist Slot, Single Use, Steam-Refined, Lathandus-Origin, Protective, Tier 1, Common, Alchemical, Portable, Aqueous, Light-Weight, Reactive, Purifying, Bound-Avatar, Disposable
Integration Notes
- Attunement: Requires simple attunement (1 minute) to benefit from the Purifying Aura passive. Consuming the item as an action includes automatic handheld attunement.
- Mind’s Eye: A passive check will reveal the name “Item 842-A of the Venom-Purge Distillate” and its basic function. An Active Activation (“Identify”) is required to see the specific HP and Resilience stats.
- Economy: The price for this item is determined by local guild availability. In port cities like those in Selnus, it may be cheaper than in the landlocked industrial centers of Helmus.
Acquisition and Commerce of the Venom-Purge Distillate
In the world of Saṃsāra, acquiring specialized gear like the Venom-Purge Distillate is a process dictated by the availability of magical reagents and the local industrial capacity of the island nation. Because there is no set economic baseline, a character might find this item through various channels, each reflecting the seller’s market and the unique culture of the region.
Methods of Acquisition
- Combat and Field Recovery: Following a successful engagement with possessed foes, an avatar may find this distillate among the items left behind after the enemy vaporizes into sparks. Alternatively, feral beasts that have been harvested may have stored components within their remains that an alchemist can later refine into this specific distillate.
- Quest Rewards: Local Mayors or Guild Masters often provide these items to Tier 1 adventurers tasked with clearing “magic scars” or infested jungle sectors. In these cases, the item is provided as a necessary tool of the trade to ensure the completion of the mission.
- Possession Inheritance: If an avatar was a member of an alchemical guild or a jungle scout before being possessed by the character, they may have already had the Venom-Purge Distillate in their personal inventory at the time of the soul-merging.
Retail and Trade Locations
The exchange of magical consumables occurs in specialized districts where steam-powered machinery and alchemical vents are common sights.
- Guild Apothecaries: These are the most common sources, found in cities with populations over five thousand. These shops are often utilitarian, filled with the rhythmic hissing of steam pipes and the clinking of crystalline vials. In these guild-regulated environments, a Tier 1 Venom-Purge Distillate typically commands a price of 100 to 150 Gold Pieces.
- Independent Alchemical Workshops: Located in smaller towns or at the edges of industrial hubs, these shops are run by independent technomancers. The atmosphere is usually cluttered and smells of ozone and fermented herbs. Because independent sellers must compete with the guilds, prices can fluctuate wildly based on supply, often ranging from 80 Silver Pieces to 120 Gold Pieces.
- High-End Industrial Emporiums: In metropolises with millions of souls, these items are sold in pristine, skyscraper-based stores alongside airship components. Here, the item is marketed for its “purity” and “Lathandus-origin” lineage. The price reflects the prestige of the location, often reaching 2 Platinum Pieces (the equivalent of 20 Gold) for a single refined vial.
- Frontier Trading Posts: In rural villages or near uncharted islands, these items are rare and highly valued. A seller at a remote seaport may demand a “buyer beware” premium, charging as much as 5 Platinum Pieces or requiring a trade of equal value in rare magic crystal shards.
Selling the Item
If an adventurer chooses to sell the Venom-Purge Distillate, they must find a willing NPC. Guilds rarely buy back items at full value, often offering only 40% to 50% of the local market rate due to the cost of re-certification and storage. Private collectors or other adventuring parties might pay more, but the transaction fee of the World Bank (1%) will apply if the gold is deposited into the character’s Mind’s Eye account.
Tactical Roleplay and Environmental Application of the Venom-Purge Distillate
The use of a Venom-Purge Distillate in the world of Saṃsāra is not merely a mechanical necessity but a sensory experience that reflects the high-magic and industrial nature of the realm. Depending on whether an avatar is navigating the dense, magically scarred jungles or the cramped, steam-filled alleys of a metropolis, the roleplay of utilizing this item shifts significantly between defensive preservation and offensive utility.
Defensive Roleplay in High-Magic Environments
In a defensive capacity, the distillate is often the only barrier between an avatar and the lingering effects of magical viruses or biological toxins.
- Jungle and Wilderness Survival: When moving through a region where the foliage is infused with magic crystalline cells, an avatar might feel the stinging onset of a toxin. Roleplaying the defense involves the avatar quickly unhooking the vial from their sash, the purple glow of the liquid intensifying as it nears their mouth. As the liquid is consumed, the player might describe a cooling sensation spreading through their avatar’s veins, the lavender liquid magically neutralizing the “green-fire” burning in their blood. The transition from the pain of the Poisoned condition to the “Purifying Aura” is often described as a sudden clarity in the Mind’s Eye.
- Urban and Industrial Safety: In the lower levels of a skyscraper city where steam pipes may leak alchemical waste, the distillate is used as a preventative measure. An avatar might be seen performing a “Normal” chant—a few whispered words of protection—while holding the vial. This acts as a somatic focus, activating the passive “Crystalline Insulation” to ensure the vapors within do not react prematurely to the city’s smog.
Offensive Roleplay and Tactical Disruption
While primarily a curative, the Venom-Purge Distillate can be used offensively to change the dynamics of a turn-based combat cycle.
- Combat Cloud Deployment: During an intense battle against a swarm of toxic insects or a group of foes using poisoned blades, an avatar may choose the “Vaporous Discharge” action. Roleplaying this involves the avatar smashing the crystal vial against a hard surface—a shield, a stone, or a steam-pipe. The player describes the explosive release of lavender-scented steam that rapidly expands. This creates a tactical “Safe Zone” on the battlefield. Offensively, this forces foes who rely on poison-based damage to retreat or find their primary advantage neutralized, shifting the tide of the encounter.
- Ritual Disruption: Because the act of using the item is an action that includes retrieval and consumption, an avatar might use it while moving between two points of interest. If a foe is attempting a “Ritual” chant that takes longer than 6 seconds, an avatar might purposefully consume the distillate to gain the “Immediate Neutralization” immunity, allowing them to charge through a toxic barrier or cloud created by the enemy without fear of being slowed down. This allows the avatar to reach the spellcaster and disrupt their ritual with a subsequent action.
Environmental Sensory Details
- In the Dark: In a “Deathly Area” or a dark cave, the soft purple pulse of the vial provides a faint light, making the act of retrieval a visible beacon. Using it in these areas might draw the attention of feral beasts that hunt by soul-sight.
- The Aftermath: Following the use of the distillate, the avatar might experience a brief “Mana Boost” sensation—not in actual points, but as a roleplayed feeling of renewed vigor. The empty shards of the vial, if not destroyed by the “Vaporous Discharge,” remain as mundane crystal waste, a reminder of the industrial cost of survival on Saṃsāra.

Perception of Activation:
The activation of the Venom-Purge Distillate is a multifaceted sensory event that bridges the gap between physical consumption and metaphysical manipulation. Because Saṃsāra is a high-magic realm, the act of using the item is perceived differently depending on the viewer’s level of attunement to the weave of magic.
User’s Perspective
- Physical Sensation: Upon ingestion, the liquid feels like viscous silk with a temperature that oscillates rapidly between a cooling frost and a comforting warmth. It tastes faintly of ozone and crushed lavender. As the distillate enters the system, a sharp, tingling sensation radiates from the stomach to the extremities, similar to the “pins and needles” of a limb waking up, signifying the neutralization of toxic crystalline cells.
- Extra-Sensory Perception (Mind’s Eye): The user experiences a sudden “widening” of their mental map. The internal noise of the Poisoned condition—which manifests as a grey, static-like fog in the Mind’s Eye—is abruptly replaced by a clear, violet-tinted resonance. The user can “feel” the Purifying Aura as a rhythmic pulse synchronized with their heartbeat, providing a sense of absolute biological sovereignty.
Observer’s Perspective
- Visual Manifestation: To a companion or foe, the avatar’s skin briefly takes on a faint, pearlescent sheen. If the observer possesses True Sight, they see a brilliant ultraviolet flare erupt from the user’s core and settle into a shimmering, 1-foot radius field of protective light.
- Auditory and Olfactory: There is a distinct, low-frequency hum—the sound of the magic focus discharging its stored energy. A sudden, sharp scent of mountain air and fresh rain briefly replaces the smells of the battlefield, emanating from the user for several seconds after the vial is consumed.
Positives of Perception
- Immediate Feedback: The violent sensory shift provides the user with absolute certainty that the magic has taken effect, eliminating doubt during the high-stress environment of turn-based combat.
- Morale Boost: The “resonance” of the Mind’s Eye often acts as a psychological anchor, clearing the mental disorientation associated with TGA (Transient Global Amnesia) or combat fatigue.
- Strategic Indicator: For the party, the ultraviolet flare serves as a clear signal that the avatar is now protected, allowing them to adjust their formation without verbal communication.
Negatives of Perception
- Sensory Overload: The transition from the “Grey Fog” of poison to the “Violet Resonance” can be jarring. If a character has a low willpower or is already under the effects of multiple magical items, the sudden sensory influx may cause a brief, dull headache.
- Compromised Stealth: The auditory hum and the ultraviolet glow make it impossible to remain hidden in “Unsafe” or “Deathly” areas. Foes with Darkvision or Soul Sight will perceive the activation as a beacon, potentially drawing unwanted attention from nearby feral beasts.
- Lingering After-Taste: The metallic ozone taste of the magic focus persists for several minutes, which can be distracting and may temporarily dampen the avatar’s sense of taste or smell for non-magical tracking purposes.
Schematic for the Crystalline Venom-Purge Distillate
In the industrial landscape of Saṃsāra, crafting a tier 1 magical consumable is a precise integration of alchemical science and magical focus. This recipe outlines the process for an artisan to recreate the distillate using standardized components found in most major island country guild-hubs.
Materials Needed
- 1 Tier 1 Magic Crystal Shard: Acts as the primary battery and focus for the purification spell.
- 3 Ounces of Elemental Fire-Infused Water: Specifically refined steam condensate used to stabilize the reagents.
- 1 Dram of Crushed Lavender-Ooze Extract: A biological catalyst sourced from sentient flora or tamed feral oozes.
- 2 Grams of Ground Silver-Root: Used to conduct the power of thought from the crafter into the liquid medium.
- 1 Standard Crystalline Vial: A non-magical housing made of reinforced glass or quartz.
Tools Required
- Alchemical Condenser: A steam-powered device used to refine elemental fluids.
- Arcane Brazier: To maintain the exact thermal frequency required for magic crystal integration.
- Silver Filigree Tweezers: For handling the delicate crystal shards without grounding the mana.
- Mind’s Eye Loupe: A specialized lens used to see the flow of magic circuits during the infusion process.
Skill Requirements
- Alchemical Crafting: Minimum level 3.
- Magical Crafting: Minimum level 2.
- Tier Level: The artisan must be at least Tier 1 to activate the magical patterns required for the item.
Crafting Steps
- Preparation of the Medium: Combine the elemental fire-infused water and the ground silver-root in a beaker. Place the mixture over the arcane brazier until it begins to emit a soft, violet-tinted steam.
- Catalyst Integration: Slowly stir in the lavender-ooze extract. The mixture will thicken and transition from a clear fluid to a translucent lavender. Use the Mind’s Eye to ensure the silver-root particles are suspended evenly, creating a conductive lattice.
- Crystal Charging: Using the filigree tweezers, hold the Tier 1 magic crystal shard above the vapors. Channel your “power of thought” through the silver-root lattice to bind the shard’s stored mana to the fluid.
- The Infusion: Submerge the crystal shard into the fluid. The liquid should begin to pulse with a rhythmic glow. This step requires the “Silent” chanting of a purification spell to set the magical pattern.
- Sealing and Stabilization: Transfer the pulsing distillate into the crystalline vial. Seal the vial with a lead-lined stopper to prevent mana leakage. The item must sit undisturbed for one hour to allow the “Crystalline Insulation” passive magic to stabilize.
- Final Inspection: Examine the vial through the Mind’s Eye. If the internal violet resonance is steady and synchronized with the ambient magic flow of the room, the item is ready for attunement and use.
Purple Drink That Reverses Inside-Rot
It is scratched upon the clay skins of the deep caves from the time of the before-counting. This is the telling of the Man of the Boiling Pots and the Beast of the Six Eyes, and the making of the liquid that stops the blood from cooking.
In the days when the big mother of dirt was still shaping the walking things, the Jungle of the Sharp Leaves was a place of the great dying. The ground was wet with the sickness. The creeping things with too many legs held the Green-Fire in their face-swords. When the face-swords poked the meat of a walker, the Green-Fire ran fast into the rivers of the body. The head-meat would fill with the grey smoke. The breathing tubes would forget how to pull the wind. The walking thing would fall and become food for the creeping things.
The Man of the Boiling Pots walked his feet into this jungle. He was seeking the shiny rocks of the world’s magic bones to power his metal wheels. He did not know the Green-Fire. He only knew the greed of the hands.
From the tall green shadows came the Beast of the Six Eyes. It was a creature of the heavy fur and the sharp hands, but the sky-magic had touched its think-box. It did not make the roar of the hungry. It made the silent speaking. It pushed its mind-words into the head of the Man of the Boiling Pots.
The mind-words translated poorly to the man, sounding like, “Small skin-walker of the soft outside, your blood-rivers will boil into nothing if you touch the angry grass. The creeping things watch with the hunger. We must make the squeeze of the purple, or you will be the dirt.”
The Man of the Boiling Pots felt the great fear, but the Beast of the Six Eyes showed him the vision in the Mind’s Eye. It showed the purple weed that smells like the sleep [lavender]. It showed the tears of the fire-ghosts [fire elementals] that make the water hot without the burning wood. The Man of the Boiling Pots understood the mixing. He was a maker of the liquids.
Together, the soft walker and the heavy beast walked to the mountain that throws the fire. They collected the hot water that does not cool. They went to the dark places under the roots and scraped the purple ooze from the sleeping weeds. They brought the silver tree-bones [silver roots] to move the magic without the touching of the fingers.
For eight hundred and forty and one times, the mixing was the failure. The hot water ate the purple ooze and made only the foul smoke. The glass pots shattered. The magic refused to sit in the liquid. The Man of the Boiling Pots wept the water of frustration.
Then, the Beast of the Six Eyes brought a small shiny rock, a Tier 1 bone of the magic world. It placed the rock near the boiling pot. It spoke into the man’s head-meat: “Do not put the magic in the water. Put the water in the magic.”
This was the eighth hundred and forty and two mixing. The Man of the Boiling Pots used the silver tree-bones to suspend the shiny rock over the hot water and the purple ooze. He did not speak the words of power with his mouth. He spoke the words of power with his think-box, making the silent chanting. The shiny rock glowed with the color of the bruised sky. It pulled the purple water inside its hard skin. The liquid did not burn. It pulsed like the heart of a small bird.
Before the joy could be celebrated, the ground shook. The Mother of the Multi-Legged Walkers arrived. It was large like a house of stone. Its face-swords were dripping with the concentrated Green-Fire. The Beast of the Six Eyes fought with the tearing of claws, but the Mother of the Creeping Things was too fast. It struck the Man of the Boiling Pots in the leg.
The inside-rot began instantly. The Man of the Boiling Pots saw the grey fog cover his Mind’s Eye. His blood-rivers screamed with the heat of the Green-Fire. He fell to the dirt, the death walking quickly to his heart.
The Beast of the Six Eyes took the shiny rock of the eighth hundred and forty and two mixing. It broke the top of the shiny rock and poured the pulsing purple liquid into the mouth of the dying man.
The liquid was like the cold ice and the hot fire together. It ran down the throat-tube and chased the Green-Fire through the blood-rivers. To the Beast of the Six Eyes, the man’s soft skin lit up with the bright invisible light [ultraviolet]. The light pushed the Green-Fire out of the man’s pores as the foul black sweat. The grey fog in the Mind’s Eye shattered into the clear violet seeing.
The Man of the Boiling Pots stood up. His body was sovereign. The face-swords of the creeping things could not make the rot inside him for the span of many minutes. With his metal wheels and the claws of the beast, they made the Mother of the Multi-Legged Walkers into the dead pieces.
They returned to the places of the many people. The Man of the Boiling Pots taught the mixing of the eighth hundred and forty and two to the other makers of liquids. He named it the Drink That Reverses the Inside-Rot, and it was placed in the sashes of all who walked into the dangerous greens.
Moral of the Story: The water of the fire and the weed of the sleep do not mix without the shared thoughts of the different walkers; therefore, the closed mouth drinks no cure and the unshared think-box meets the Green-Fire alone.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition) Unique Name: Dr. Aristhone’s Crystalline Antivenene
This rare alchemical preparation, contained in a strange, violet-glowing vial, is designed to counteract the necrotic and neurotoxic effects of both mundane and preternatural toxins.
- Item Type: Consumable (Vial)
- Cost: $15.00 (1920s) / $50.00 (Modern)
- Game Mechanics:
- Immediate Relief: Upon consumption, the user may immediately attempt a Hard Constitution roll to neutralize any ongoing Poison or Toxin effects. If successful, all penalties associated with the poison (such as Penalty Dice or ongoing damage) are removed.
- Preventative Barrier: For the next 1D10+2 hours, the user gains one Bonus Die to all Constitution rolls made to resist poisons or chemical hazards.
- Side Effects: The strange, otherworldly nature of the distillate requires a Sanity roll (0/1) upon use. Failure results in 1 point of Sanity loss as the user’s blood briefly turns a shimmering lavender.
Blades in the Dark Unique Name: Spark-Charged Purifier
A specialized alchemical creation popular among those who venture into the Deathlands or deal with the toxic fumes of the Silkshore. It is a Tier 1 item that glows with a faint, violet spark-energy.
- Item Type: Alchemical (1 Load)
- Usage:
- Instant Recovery: During an operation, you may consume this item to instantly clear a “Poisoned” or “Sickened” Lesser Harm (Level 1). For Level 2 or Level 3 harms involving toxins, you may take +1d to the resistance roll.
- Special Armor: While the vial is on your person, you may use it as a point of “Armor” specifically against chemical or biological consequences. This expends the item.
- Tags: Alchemical, Consumable, Rare, Volatile.
Dungeons & Dragons (2024 Edition) Unique Name: Item 842-A: Venom-Purge Distillate
Adventuring Gear (Consumable), Common
This vial of translucent lavender liquid pulses with a soft, purple light. It is often carried by those braving the high-magic jungles of Saṃsāra.
- Cost: 75 GP
- Weight: 1/2 lb.
- Action Economy: As a Bonus Action, you can drink this distillate or administer it to a creature within 5 feet of you.
- Properties:
- Neutralization: When you drink this vial, you immediately end the Poisoned condition on yourself.
- Residual Fortitude: For 1 hour after drinking this distillate, you have Advantage on saving throws to avoid or end the Poisoned condition.
- Magical Aura: The item sheds Dim Light in a 5-foot radius.
Knave (2nd Edition) Unique Name: Crystalline Purge-Drip
This item is a single-use alchemical tool that occupies one item slot until consumed.
- Item Slots: 1
- Quality: 10
- Mechanics:
- Immediate Effect: Drinking the vial allows the user to immediately succeed on any ongoing Save against poison.
- Extended Protection: For the remainder of the current delve (or until the next Long Rest), the user has Advantage on Constitution Saves against toxic gases, venoms, and spoiled rations.
- Narrative Effect: The user’s sweat turns purple and smells of mountain air for the duration of the effect, which may provide Advantage on social checks with creatures that value cleanliness or purity.
Fate (Core/Condensed) Unique Name: Vial of Purifying Essence
In the Fate system, this item functions as a situational asset that provides the character with narrative leverage and a mechanical bonus when dealing with toxic threats.
- Item Aspect: Stored Alchemical Purity
- Invocation: You may invoke the Aspect “Stored Alchemical Purity” when defending against or attempting to overcome a “Poisoned” or “Envenomed” situation. The first invocation of this Aspect is free.
- Stunt-like Effect: Once per session, you may expend this item to automatically succeed (with style) on a Physique roll to overcome a toxic or biological hazard.
- Cost: 1 Refresh or a Fair (+2) Resources roll to acquire during downtime.
Numenera & Cypher System Unique Name: Biophage Neutralizer
This item is classified as a Cypher—a single-use piece of ancient or high-magic technology that performs a specific, powerful function.
- Level: 1d6 + 2
- Type: Internal (vial)
- Wearable: Can be worn on a belt or bandolier (occupies 1 slot).
- Effect: Upon consumption, the cypher immediately ends any ongoing damage from toxins, venoms, or biological contaminants. For the next hour, the user gains an Asset on all Might-based defense rolls against poisons. If the Cypher Level is 6 or higher, the user is entirely immune to such effects for the duration.
- Depletion: Automatic (consumed upon use).
Pathfinder (2nd Edition Remaster) Unique Name: Item 842-A: Alchemical Venom-Purge
Item 1 | Alchemical, Consumable, Elixir, Healing
This translucent lavender elixir is a staple for explorers in the outer reaches of the island nations. It tastes of ozone and cold steam.
- Price: 4 GP
- Usage: Held in 1 hand; Bulk: L (Light)
- Activate: [one-action] (Interact)
- Effect: You gain a +2 item bonus to saving throws against poison for 1 hour. If you are currently afflicted by a poison when you drink the elixir, you can immediately attempt a new saving throw against that poison to reduce its stage by 1 (or end it if it is at stage 1). This extra saving throw does not count as your normal save at the end of your turn.
- Crafting Requirement: The alchemist must have access to a Tier 1 magic crystal shard.
Savage Worlds (Adventure Edition) Unique Name: Alchemical Counter-Venom
This item is a “Minor Artifact” often found in the sashes of frontier scouts. It glows with a faint violet light that can be seen with the Infravision or Detect Arcana powers.
- Type: Gear (Alchemical)
- Weight: 1/2 lb
- Cost: $100
- Effect: As a Limited Action, a character may drink this vial to immediately grant a +4 bonus to Vigor rolls made to resist or recover from the effects of Poison. This bonus lasts for 10 minutes.
- Passive Benefit: While the vial is openly worn and intact, the owner gains +2 to Vigor rolls to resist environmental hazards caused by toxic spores or fumes (due to the purifying vapors leaking from the seal).
- Note: If the character suffers a Wound from an area effect attack, roll a d6; on a 1, the vial shatters and is lost.
Shadowrun (6th World Edition)
Unique Name: Awakened C-N-V Patch (Item 842-A)
In the sprawl, this “distillate” is delivered via a rapid-infusion transdermal patch or a quick-injector, containing bio-engineered enzymes stabilized by a minor mana-charge.
- Type: Gear (Biotech/Alchemical)
- Rating: 3
- Availability: 2 (Legal)
- Cost: 150 Nuyen
- Game Mechanics:
- Toxin Resistance: When applied as a Minor Action, the user adds the Rating (3) to their Damage Resistance test against any immediate Toxin or Chemical effect.
- Purge: If the user is already suffering from a Toxin (ongoing Speed effect), applying the patch immediately reduces the Toxin’s Power by the Rating (3).
- Mana-Infused: Because the patch contains a tiny magic crystal fragment, it can affect toxins of magical origin (Critter powers) that standard chemical medkits might ignore.
- Wireless Bonus: If the user has a linked biomonitor, the patch can be triggered automatically as a Free Action upon the detection of toxins in the bloodstream.
Starfinder (2nd Edition / Playtest)
Unique Name: Item 842-A: Serum of Bio-Sovereignty
This crystalline vial contains a suspension of nanites and magical reagents harvested from the Pact Worlds’ most dangerous jungle moons.
- Item Level: 1
- Price: 50 Credits
- Bulk: L (Light)
- Usage: 1 hand; Capacity: 1
- Activate: [one-action] (Interact)
- Game Mechanics:
- Neutralize: Upon consumption, the user can immediately attempt a Fortitude save against one ongoing Poison effect with a +2 Status bonus. Success ends the effect immediately, regardless of the poison’s standard duration.
- Environmental Buff: For 1 hour, the user gains a +1 Status bonus to saving throws against the Sickened condition and any inhaled or contact poisons.
- Tags: Alchemical, Consumable, Magical, Serum.
Traveller (Mongoose 2nd Edition)
Unique Name: Model 842-A Anti-Toxin Injector
A product of TL 12 pharmaceutical labs, this injector uses a stabilized lavender-tinted solution to neutralize foreign biological agents in the user’s system.
- Tech Level (TL): 12
- Cost: Cr 150
- Weight: —
- Game Mechanics:
- Medical Treatment: Applying the injector requires a Significant Action. The user (or a Medic) makes an immediate Medic check (if applicable) or a simple END check with a +4 DM to neutralize any biological toxins currently affecting the traveler.
- Systemic Shield: Once administered, the traveler is immune to the effects of “Weak” toxins and gains a +2 DM to all checks against “Strong” or “Lethal” toxins for the next 4 hours.
- Extra-Sensory Flaw: Due to the “ancient” origin of the formula, the traveler glows faintly under ultraviolet light for the duration, making them easier to track with advanced sensors (+1 DM to sensor checks against the user).
Warhammer (Age of Sigmar: Soulbound)
Unique Name: Item 842-A: Chamonite Purging Draught
Brewed with the metallic salts of Chamon and the magical residue of a Tier 1 soul-crystal, this draught is a staple for those entering the rot-gardens of Nurgle.
- Rarity: Common
- Cost: 50 drops of Aqua Ghyranis
- Game Mechanics:
- Purge the Corruption: As an Action, you drink the draught. You immediately remove the Poisoned condition and any ongoing damage from toxins or acid.
- Warded Spirit: For the remainder of the current encounter, you gain a +1 die bonus to all Soul or Body tests made to resist magical or physical diseases and poisons.
- Mundane and Magical: Unlike standard herbalism, the Chamonite salts allow this draught to neutralize “Aether-Toxins” and other magical poisons that bypass mundane resistance.
The following details ensure balance across these adaptations:
- Flavor Text: The item is consistently described as a lavender-hued, violet-glowing liquid, regardless of whether it is delivered via a high-tech injector or an alchemical vial.
- Action Economy: Activation is scaled to the respective system’s version of a “Standard” or “Simple” action to maintain the item’s utility in high-pressure combat situations.
- Financial Tiering: The costs (Nuyen, Credits, Aqua Ghyranis) are calibrated to be affordable for “Tier 1” or beginning characters while remaining high enough to prevent infinite stockpiling.
