Lore
In the high-pressure environments of Saṃsāra’s industrial ports, the Item 427 of Volatile Solvent is a specialized tool developed by the Ship-Breakers of Kaskarey. Originally intended to melt through frozen gears and rusted hull-plates, the substance was found to be far too aggressive for mundane labor. The fluid is infused with a minor “Spiritual Hunger” that causes it to ignite the moment it tastes the open air. Because it is chemically engineered to be “stubborn,” it does not simply burn on the surface but attempts to burrow into the target, feeding on friction and oxygen until nothing remains but ash and a faint scent of burnt citrus.
Description
This item is a spherical, reinforced ceramic vessel sealed with a heavy lead wax. The exterior is etched with jagged heat-dispersion runes that hum slightly when held. Inside, a thick, translucent amber syrup swirled with veins of metallic silver sloshes with a heavy, unctuous weight. The bottle remains unnaturally warm to the touch, and when shaken, the silver veins pulse with a frantic, orange glow. Upon impact, the syrup shatters into a web of glowing, sticky filaments that cling to any surface they strike.
Stats
- Slot: Consumable (Thrown Tool)
- Range: 20 feet
- Impact Damage: 7 (2d6) Fire damage at the start of each of the target’s turns.
- Weight: 1 lb.
- Tier: 1 (Common Rarity)
Skills Gained While Openly Worn or Used
- Demolition Intuition: The user can identify the structural weak points of non-magical doors and walls.
- Steady Lob: The user gains a bonus to accuracy when throwing fragile containers at targets within short range.
- Solvent Expertise: Professional knowledge of how to neutralize common industrial acids and adhesives.
Multiple Passives Magic
- Oxygen Feast: The flames produced by this item are immune to being extinguished by mundane water; in fact, the movement of splashing water provides enough oxygen to keep the gel burning.
- Adhesive Malice: The fluid is magically “sticky.” Any creature attempting to physically remove the substance from themselves or an ally takes 1d4 fire damage to their hands unless they use a tool.
- Tracking Flare: The burning target sheds dim light in a 15-foot radius. Any Stealth checks made by the burning creature are made with Disadvantage.
Multiple Active Magics
- Shatter-Spray (Impact): When the flask breaks, it creates a 5-foot radius splash zone. All creatures other than the primary target in this zone must succeed on a DC 10 Dexterity save or take 1d6 fire damage.
- Viscous Spread (Special): As an action, the wielder can choose to pour the liquid onto the floor rather than throw it, creating a 5-foot square of “Hazardous Terrain” that burns for 3 rounds.
- Melting Point (Passive Trigger): If the target is wearing non-magical metal armor, the heat reduces the target’s Armor Class by 1 for the duration of the burn as the plates soften and warp.
Tags
Tier-1, Common, Consumable, Thrown, Alchemical, Fire, Adhesive, Ship-Breaker, Area-Denial, Volatile, Light-Source, Industrial, Amber-Residue, Corrosive-Glow, Friction-Ignition, Hull-Breaker, Ceramic-Cased, Thermal-Burrow, Sticky-Combustion, Kaskarey-Solvent, Gear-Melt, Searing-Filament, Oxygen-Reactive
In the world of Saṃsāra, obtaining Item 427 of Volatile Solvent is a matter of knowing where industrial labor meets high-risk sabotage. Because it is a common Tier 1 item, it is produced in significant quantities but remains strictly regulated due to its “ship-breaking” potential.
Methods of Acquisition
- Dockside Salvage: Many Tier 1 avatars find these flasks in the aftermath of a “Scuttling.” When a rusted hull is being stripped for parts in the ship-yards of Kaskarey, crates of this solvent are often left in unsecured lockers or abandoned near the heavy cutting-rigs.
- The Saboteur’s Hand-off: For those with ties to local labor guilds, the item is often part of a standard “Breaker’s Kit.” It is issued to workers tasked with removing seized bolts from massive machinery, though many “accidentally” lose a flask or two into their personal satchels.
- Aetheric Distillation: A skilled alchemist can synthesize the amber syrup by distilling the runoff from aether-engines and stabilizing it with silver-leaf filaments, though the process is notoriously smelly and prone to minor kitchen fires.
Buying and Selling in Saṃsāra
The Volatile Solvent is a utility item first and a weapon second, meaning its price depends heavily on the local “Safety Rating” of the district.
Industrial Supply Depots (Port Districts) These are massive, corrugated iron warehouses smelling of grease and ozone. The shelves are packed with heavy-duty tools, crates of welding rods, and lead-lined boxes containing the 427.
- Method: Sold as a “hazardous material.” The buyer must sign a waiver stating they will not use the solvent within city limits. The transaction is impersonal, handled by a clerk behind a reinforced wire-mesh window.
- Cost: 15 to 20 Shards. (This is the standard wholesale price for workers).
Ship-Breaker “Grease-Monkey” Stalls Found in the chaotic, muddy lanes of the “Lower Docks,” these stalls are made of salvaged hull-plating. They sell “unlabeled” industrial chemicals and secondhand gear.
- Method: The merchant is usually a retired laborer with missing eyebrows. They sell the item “under the counter” to bypass the safety waivers. You pay your coin, and they slide a ceramic flask wrapped in a greasy rag across the counter.
- Cost: 12 to 15 Shards. (Cheaper due to the “fell off the back of a ship” nature of the stock).
Alchemical Apothecaries (Urban Districts) These are cleaner, more upscale shops that sell “Refined Volatiles” to researchers and adventurers. The air is filtered, and the 427 is displayed in a sand-filled glass case to prevent accidental breakage.
- Method: Sold as a “Controlled Incendiary.” The merchant will often try to upsell you on “Neutralizing Salts” in case you spill it on yourself. The sale is polite, recorded in a ledger, and the flask is handed over in a padded carrying case.
- Cost: 25 to 30 Shards. (The markup reflects the “Safety Padding” and the convenience of a clean shop).
Traveling “Scrap-Metal” Caravans These caravans move between the deep-desert excavation sites and the coastal cities. They trade in everything from rusted servos to high-yield fuels.
- Method: Barter is preferred here. The caravan master might trade a flask of Volatile Solvent for a week’s worth of fresh water or a handful of high-quality copper wire.
- Cost: 18 Shards or equivalent trade.
Strategic Utility and Environmental Roleplay of the Volatile Solvent 427
In the world of Saṃsāra, the Item 427 of Volatile Solvent is valued for its aggressive adherence and its refusal to be extinguished. Avatars utilize it not just as a weapon, but as a tool for manipulating the battlefield and exploiting the structural or psychological weaknesses of their foes.
Cramped Urban Alleys and Industrial Corridors
In the tight, stone-walled corridors of port cities like Kaskarey, the solvent becomes a master of area denial.
- Defense: When being pursued by a superior force, the avatar utilizes the Viscous Spread magic. By smashing a flask at a choke point, they create a 5-foot patch of amber, silver-veined fire. Roleplay involves the avatar glancing back at their pursuers as the neon-orange flames roar to life, the heat reflecting off the damp stone walls. The pursuers must either halt or risk the “burrowing” heat of the solvent, granting the avatar precious seconds to vanish into the shadows.
- Offense: The avatar targets a leader standing near a wall. The Shatter-Spray triggers upon impact, splashing the primary target and catching their subordinates in a web of glowing filaments. As the leader scrambles to extinguish the “Oxygen-Feast” flames, the avatar uses Demolition Intuition to identify a weakened overhead pipe or support beam, aiming their next strike to collapse the environment onto the distracted group.
Open Fields and Wilderness Outposts
In open spaces, the solvent is used to mark priority targets and control the movements of wild beasts.
- Defense: Against a charging predator, the avatar throws the flask at the ground directly in front of themselves. The Ignition Burst pop and the sudden “Searing Filaments” create a barrier of light and heat. Most non-magical animals, guided by survival instinct, will veer away from the harsh chemical scent and the unnatural silver-glow, allowing the avatar to maintain their “Thermal Beacon” safety zone.
- Offense: The avatar utilizes the Tracking Flare property against a camouflaged or nimble foe. By landing a hit, the target is bathed in a harsh light that ruins their Stealth. Roleplay involves the avatar pointing out the glowing, panicked silhouette of a rogue to their allies, turning the solvent into a homing beacon that ensures the enemy has no place to hide in the tall grass or dark woods.
Ship-Decks and Coastal Docks
In its “home” environment of timber and tar, the solvent is at its most terrifying and effective.
- Defense: If boarded by pirates, the avatar pours the liquid along the railing. The Oxygen Reactive nature of the gel ensures that even the salty sea spray only feeds the fire. The “Adhesive Malice” prevents the boarders from easily clearing the barrier with their bare hands, forcing them to use tools and slowing their momentum as the “Amber-Residue” begins to smoke against the wood.
- Offense: Targeting a heavily armored knight or a mechanical sentinel, the avatar relies on the Melting Point passive. Roleplay describes the silver veins of the solvent seeking out the joints of the target’s plate armor. As the metal softens and warps under the intense heat, the target becomes sluggish and clumsy. The avatar watches as the target’s “Cool” evaporates, their armor becoming a heated cage that lowers their defenses for the final blow.
Ruins and Subterranean Vaults
Deep underground, where the air is stale and the stone is ancient, the solvent is used to bypass physical obstacles.
- Defense: When cornered by a swarm of small, skittering creatures, the avatar smashes a flask at their own feet (assuming they have fire-resistant footwear). The Shatter-Spray clears a small radius, and the scent of “Burnt Citrus” and “Chemical Ozone” acts as a deterrent. The avatar stands in the center of the flickering light, using the “Hazardous Terrain” to keep the swarm at bay while they pick off the larger threats.
- Offense: The avatar uses Solvent Expertise to identify a rusted iron gate or a sealed stone sarcophagus. Instead of throwing the item, they carefully apply the fluid to the hinges. Roleplay involves the orange glow of the “Thermal-Burrow” magic eating through centuries of grime and oxidation, making the metal brittle and allowing the avatar to kick through the barrier with minimal effort.

Perception of Activation:
User’s Perspective
- Sight: As the ceramic shatters, the world is momentarily bleached by a sharp, magnesium-white flash. This quickly settles into a hyper-vivid orange glow. You see the silver veins in the liquid snap outward like a web, forming glowing geometric filaments that pulse in time with your own heartbeat.
- Sound: A violent, high-pitched crack is followed by a heavy, wet thwip as the gel expands. Instead of a roar, the fire produces a rhythmic, low-frequency hum—like the drone of a massive engine—that vibrates in your teeth.
- Touch: Even from twenty feet away, you feel a “dry” heat that seems to pull the moisture directly out of your skin. There is a strange, static-electric prickle on your arms as the silver filaments ionize the air.
- Smell: A sharp, artificial scent of burnt citrus and chemical ozone dominates, masking the smell of the environment.
Observer’s Perspective
- Sight: The observer sees a splash of amber syrup that defies gravity, climbing up surfaces and stretching into thin, glowing wires. The flames are translucent and “clean,” making the air behind them look distorted and wavy.
- Sound: To an observer, the fire sounds “hungry”—a series of small, rapid pops and a persistent hiss that sounds like a whisper.
- Touch: Those nearby feel a sudden, localized pressure in their chest, a side effect of the solvent aggressively consuming the surrounding oxygen.
Extra-Sensory Perceptions
- The Hunger-Sense (User): You feel a localized “tug” in your mind toward the burning target. You are psychically aware of exactly how much “fuel” (armor, flesh, or wood) is left before the fire expires.
- Aetheric Distortion: Magically sensitive individuals perceive a jagged “bruise” in the local aether where the solvent is burning. It looks like a flickering, grey static that disrupts the natural flow of spiritual energy in a 5-foot radius.
- Friction Intuition: You gain a sudden, instinctive understanding of the “grip” of the environment. You can feel the microscopic texture of the ground, knowing exactly where it is slickest or most porous.
Positives
- Psychological Shock: The unnatural silver-and-orange light is profoundly distracting to enemies, often causing them to hesitate as they process the “wrongness” of the chemical fire.
- Environmental Anchor: Because the filaments are adhesive, they can be used to temporarily “weld” a light door shut or stick a small object to a wall if poured carefully.
- Absolute Visibility: The tracking flare is so bright it can be seen through heavy fog, smoke, or magical dimness, serving as a perfect waypoint for allies.
Negatives
- Oxygen Deprivation: In small, unventilated rooms, the solvent’s aggressive consumption of air can cause the user to become lightheaded or dizzy after 2 rounds of exposure.
- Chemical Fatigue: The scent of the “burnt citrus” is so cloying that it can cause a lingering nausea, providing a penalty to any checks involving delicate scents or tastes for an hour after use.
- Heat Signature: The item makes the user a beacon for thermal-sensing creatures or automated security systems long before it is actually thrown.
Recipe: Distillation of the Ship-Breaker’s Amber (427 Solvent)
Materials Needed
- 1 Pint of Heavy Aether-Engine Runoff: A thick, unctuous byproduct found in the drip-trays of industrial hauling vessels.
- 3 Strips of Pure Silver-Leaf Filament: Used to provide the conductive “hunger” that allows the flame to burrow into metal.
- 2 Ounces of Concentrated Citrus-Acid Resin: Sourced from the rinds of salt-grown oranges, acting as the primary reactive catalyst.
- 1 Reinforced Ceramic Sphere: Double-walled and etched with heat-dispersion runes to prevent premature ignition.
- Lead-Infused Sealing Wax: Specifically tempered to create an airtight, oxygen-proof barrier.
Tools Required
- Lead-Lined Cooling Tray: Essential for stabilizing the volatile mixture before it is bottled.
- Etching Stylus (Diamond-Tipped): For carving the necessary stabilization runes into the ceramic exterior.
- Heat-Proof Tongs and Glass Stirring Rod: To avoid direct skin contact with the solvent, which causes immediate “prickling” chemical burns.
- Aetheric Centrifuge (or Hand-Crank Spinner): To ensure the silver filaments are evenly suspended within the amber syrup.
Skill Requirements
- Alchemy (Tier 1): Fundamental knowledge of reactive chemicals and the stabilization of engine byproducts.
- Artisan (Pottery or Runecraft): To properly prepare the reinforced ceramic vessel and the heat-dispersion etchings.
- Industrial Safety Protocol: Knowledge of how to handle “Spiritual Hunger” fluids without causing a dockside catastrophe.
Crafting Steps
- Preparation of the Shell: Take the Reinforced Ceramic Sphere and use the Diamond-Tipped Stylus to etch the jagged heat-dispersion runes around the equator. This ensures the bottle doesn’t explode simply from being carried in a warm pocket.
- The Amber Base: Pour the Aether-Engine Runoff into a glass beaker and heat it slowly until it reaches the consistency of honey. Stir in the Citrus-Acid Resin; the mixture should turn a deep, translucent amber and begin to emit a sharp, ozone-like scent.
- Filament Infusion: While the mixture is hot, add the Silver-Leaf Filaments. Place the beaker in the Centrifuge and spin for three minutes. If done correctly, the silver should appear as suspended “veins” that pulse with a faint, internal orange light.
- The Pour and Cool: Using the Heat-Proof Tongs, carefully pour the stabilized syrup into the ceramic sphere. Leave a small gap at the top for expansion.
- Sealing the Hunger: Immediately dip the neck of the sphere into the Lead-Infused Sealing Wax. The seal must be absolute; if even a pinhole of oxygen enters the bottle, the “Spiritual Hunger” will trigger a premature combustion.
- The Rune Priming: Hold the sealed bottle and recite a minor “Binding of the Still-Air.” If the runes on the exterior hum with a low-frequency vibration and the bottle remains warm but stable, the Item 427 is ready for use.
Metal-Eater and Great Sobs of Iron-Hull
In the First-Pulse-of-the-World, when the Sky-was-a-Heavy-Cloth and the Ocean-was-Thick-like-Porridge, there walked the Great-Breaker-of-Hard-Things. His name was He-of-the-Burnt-Brow, and his hands were as Rough-as-Sandstone. He served the Kings-of-the-Deep-Anchors, whose ships were so large they had their own Weather-of-Rust and their own Clouds-of-Soot.
The King spoke with a Voice-of-Grinding-Gears, saying, “There is a Steel-Beast-of-the-Past that blocks the Gate-of-Trade. My hammers break against its skin. My fire-sticks only make it warm. Find me the Water-that-Hates-Metal, or I shall turn your bones into Anchor-Weights.”
He-of-the-Burnt-Brow went to the Place-where-Machines-Go-to-Die, a land of Twisted-Iron-Guts and Engine-Tears. There, he found the Spirit-of-the-Souring-Oil. The Spirit was a Flickering-Silver-Snake that lived inside a Puddle-of-Amber-Sorrow. The Spirit said, “I am hungry for the Breath-of-Life. If you give me the Wind-of-the-Open-Air, I will eat the Stiffness-of-the-World for you.”
The Breaker took a Clay-Egg (the ceramic sphere) and painted it with the Runes-of-the-Long-Wait so the Spirit would stay inside. He poured the Amber-Sorrow and the Silver-Snake into the egg. He sealed it with the Wax-of-Dead-Secrets so the air could not Tickle-the-Spirit.
He returned to the Gate-of-Trade. The Steel-Beast stood tall, its hide as thick as a Mountain’s-Wall. He-of-the-Burnt-Brow threw the Clay-Egg with a Strength-of-Despair. When it hit the iron hide, the egg became Shattered-History. The Spirit inside tasted the Sweet-Air and began to Scream-with-Orange-Laughter.
The liquid became a Web-of-Hungry-Threads. It did not just sit; it Burrowed-like-a-Mole into the metal. The Silver-Veins pulsed with the Heat-of-a-Thousand-Insults. The Steel-Beast began to Soften-and-Weep. Its armor became as Loose-as-Wet-Sand. The fire did not go out when the waves hit it; it drank the Salt-Spray and grew Fatter-and-Brighter.
The people of the city watched from the Docks-of-Awe. They smelled the Citrus-of-Destruction and the Ozone-of-the-End. The Steel-Beast collapsed into a Heap-of-Slag, and the way was opened. But the Amber-Residue continued to burn for Seven-Days-and-Seven-Sighs, for the Spirit would not stop until the Air-itself-was-Thirsty.
He-of-the-Burnt-Brow was given a Crown-of-Copper, but he could never again Touch-the-Soft-Skin-of-a-Flower, for his hands always carried the Ghost-of-the-Solvent, and whatever he loved began to Warp-and-Melt. He spent his remaining days in the Dark-Hulls, listening to the Hissing-Whisper of the liquid that eats the Order-of-Things.
The Moral of the Story: He who seeks a tool to break the unbreakable must be prepared to live in a world where nothing, not even his own home, can ever truly be held together again.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Unique Name: Ship-Breaker’s Amber Flask Item Type: Volatile Chemical Weapon
- Skill: Throw
- Damage: 2d6 Fire per round
- Range: 10 yards
- Aesthetic/Senses: Smells of ozone and burnt citrus; emits a high-pitched hiss upon impact.
- Game Mechanics: On a successful Throw roll, the target is coated in the silver-veined solvent. The target takes 2d6 fire damage at the start of each of their turns. To extinguish the flames, a character must succeed on a Hard Dexterity roll (representing the difficulty of scraping off the adhesive gel). Using water to extinguish the fire requires a Critical Success, otherwise, the moisture simply provides more oxygen to the chemical reaction.
- Armor Degradation: If the target is wearing physical armor, its armor value is reduced by 1 point for every 2 rounds it remains on fire.
Blades in the Dark
Unique Name: Kaskarey Hull-Breaker Solvent Item Type: Alchemical (1 Load)
- Tier: Tier 1 (Common)
- Quality: Fine (+1 Effect when used against metal structures or armored foes).
- Game Mechanics: When you Wreck or Skirmish using this solvent, you gain Potency against armored targets or reinforced doors.
- Active Magic – Shatter-Spray: When the flask is thrown, it covers a small area (the immediate vicinity of the target). Any NPCs in the area take Level 1 Harm (Singed) and are distracted by the blinding magnesium-white flash.
- Special Property – Adhesive Malice: The fire cannot be “put out” easily. To remove the effect, an NPC must take a Maneuver to scrape the gel off, or they continue to suffer ticks of heat damage.
- Passive – Tracking Flare: Any target hit by the solvent glows with a harsh orange light. All rolls to Survey or Hunt that target gain +1d.
Dungeons & Dragons (5th Edition – 2024)
Unique Name: Volatile Solvent 427 Item Type: Adventuring Gear (Consumable), Common
- Weight: 1 lb.
- Action: As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the solvent as an improvised weapon.
- Damage: On a hit, the target takes 7 (2d6) Fire damage at the start of each of its turns.
- Extinguishing: A creature can end this damage by using its action to make a DC 10 Dexterity check to scrape away the adhesive fluid.
- Passive – Melting Point: If the target is wearing non-magical metal armor, its AC is reduced by 1 for the duration of the fire.
- Active – Shatter-Spray: Each creature within 5 feet of the point of impact must succeed on a DC 10 Dexterity saving throw or take 3 (1d6) Fire damage.
- Light: The target sheds Dim Light in a 15-foot radius while burning.
Knave (2nd Edition)
Unique Name: Item 427: The Amber-Egg Item Type: Consumable (1 Slot)
- Range: 30 ft.
- Damage: 2d6 Fire damage per round.
- Duration: Burns for 3 rounds or until scraped off.
- Game Mechanics: When thrown, the target must make a DEX Save to avoid the direct hit. On a failure, they take 2d6 damage at the start of their next turn.
- Passive – Thermal Burrow: The solvent ignores 1 point of Armor (AP 1) as the silver filaments seek out the gaps in the target’s protection.
- Active – Viscous Spread: Instead of throwing it at a creature, you may pour it on the ground to create a 5 ft. square of burning oil. Any creature entering or starting its turn in the square takes 1d6 Fire damage and must make a DEX Save or have the solvent cling to their boots, continuing the burn.
- Reputation: Carrying this openly in a civilized city may require a CHA Save to avoid being questioned by the city watch regarding “intent to commit arson.”
Fate (Core/Condensed)
Name: Item 427: Ship-Breaker’s Amber Item Type: Consumable Extra
- Aspect: Sticky Silver-Veined Fire
- The Pitch: As an action, you can throw this flask into an adjacent zone. This creates a Situation Aspect on the zone or a specific target: Bathed in Persistent Chemical Fire.
- Active Magic – Melting Point: You can invoke the Bathed in Persistent Chemical Fire aspect for free once per scene to represent the heat warping armor or structural supports, effectively reducing the target’s Armor or Defend rating by 2 for that exchange.
- Passive – Tracking Flare: While a target has the Bathed in Persistent Chemical Fire aspect, any attempt to use Stealth or create a Hidden aspect is automatically overcome by the harsh orange glow.
- Active – Viscous Spread: By spending a Fate Point, the user can ensure the fire is Oxygen-Reactive, meaning it cannot be extinguished by water-based stunts or environmental aspects; it requires a dedicated Overcome action using Athletics or Physique to physically scrape it off.
Numenera & Cypher System
Name: Item 427: Volatile Solvent Level: 1d6 (Cypher)
- Form: A double-walled ceramic sphere etched with jagged runes.
- Effect: When thrown (short range), the sphere shatters, releasing a silver-veined amber gel that ignites on contact. The primary target takes 5 points of fire damage per round.
- Active Magic – Shatter-Spray: The explosion also affects all creatures within immediate range of the target, dealing 2 points of fire damage to each.
- Passive – Thermal Burrow: The solvent is an Asset on any task to damage or destroy inanimate objects made of metal, such as locks, hull plates, or reinforced doors.
- Special: Because of its Adhesive Malice, the fire is a level 4 hazard to extinguish. Any creature attempting to wipe it away with their hands without a tool takes 2 points of damage themselves.
Pathfinder (2nd Edition)
Name: Volatile Solvent 427 (Item 1) Unique Name: Breaker’s Amber Flask Consumable, Alchemical, Bomb, Fire, Splash
- Price: 3 gp; Bulk: L
- Usage: Held in 1 hand; Activation: [one-action] Strike
- Initial Damage: 1d6 Fire damage plus 1d4 Persistent Fire damage.
- Splash Damage: 1 Fire damage.
- Passive – Melting Point: On a critical hit with this bomb, if the target is wearing non-magical metal armor, that armor takes a -1 status penalty to the AC it provides until it is repaired, as the silver filaments warp the metal.
- Passive – Tracking Flare: A creature taking persistent fire damage from this bomb sheds dim light in a 10-foot radius.
- Extinguishing: The DC to recover from the persistent fire damage is 15. If the target attempts to use water to extinguish the flames, the DC increases to 20 due to the Oxygen-Reactive nature of the solvent.
Savage Worlds (Adventure Edition)
Name: Item 427: Amber Solvent Item Type: Alchemical Weapon (Thrown)
- Range: 3/6/12; Damage: 2d6; Weight: 1; RoF: 1
- Active Magic – Persistent Burn: On a successful hit, the target catches fire. At the start of their next turn, they take 2d6 damage. This continues until the fire is extinguished (requiring an Athletics roll at -2 to scrape the gel off).
- Passive – Melting Point: If the target is wearing metal armor, the Armor value is reduced by 2 while the target is on fire.
- Active – Shatter-Spray: This weapon uses a Small Blast Template. Everyone inside the template is hit for the initial 2d6 damage and may catch fire.
- Tags: Fire, Alchemical, Heavy Weapon (against objects only).
Shadowrun (6th World Edition)
Name: Item 427: Ship-Breaker Solvent Item Type: Alchemical Grenade (Consumable) Availability: 8R | Cost: 450¥
- Attack Rating: 8/6/-/-/-
- Damage: 4P (Fire)
- Blast: 2m
- Passive (Melting Point): If the target is wearing non-magical armor or is a drone/vehicle, the solvent reduces their Armor rating by 1 for the duration of the burn as the silver filaments warp the alloy.
- Passive (Tracking Flare): The burning target becomes a beacon on all visual sensors. Any attacker targeting the burning creature gains a +1 Tactical Advantage.
- Active (Persistent Burn): At the end of each round, the target takes 2P fire damage. To extinguish this, the target must spend a Major Action and succeed on an Agility + Athletics (3) test to scrape away the adhesive gel. Water-based extinguishers are ineffective.
Starfinder (2nd Edition)
Name: Volatile Solvent 427 Item Type: Level 1 Alchemical Bomb (Consumable) Bulk: L | Price: 40 Credits
- Usage: Held in 1 hand; Range: 20 ft.
- Initial Damage: 1d6 Fire damage and 1 Fire splash damage.
- Passive (Melting Point): On a Critical Hit, if the target has a Kinetic Armor Class (KAC) bonus from metal armor, they take a -1 status penalty to AC until the start of their next turn.
- Passive (Tracking Flare): The target sheds dim light in a 15-foot radius. Attacks against the target ignore the “Concealed” condition provided by non-magical darkness or fog.
- Active (Oxygen-Reactive): The target takes 1d4 Persistent Fire damage. The DC to end this persistent damage is 15. If the target is submerged in water, the DC increases to 20.
Traveller (Mongoose 2nd Edition)
Name: Item 427: Amber-Breaker Flask TL: 10 Alchemical Mass: 0.5 kg | Cost: Cr 250
- Range: 10m
- Damage: 2D Fire
- Passive (Thermal Burrow): This weapon ignores 2 points of Protection from armor made of metal or synthetic alloys.
- Passive (Adhesive Malice): After the initial hit, the target continues to take 1D damage at the start of every round.
- Active (Extinguishing): Stopping the damage requires a Significant Action and a successful DEX (Athletics) 8+ check. If the target is in a vacuum, the fire extinguishes immediately; however, in a pressurized environment, water and standard fire suppressants provide no DM bonus to the check.
Warhammer (Fantasy Roleplay 4th Edition)
Name: Item 427: The Ship-Breaker’s Draught Item Type: Explosive (Incendiary) Price: 12 Shillings | Enc: 0 | Availability: Rare
- Range: SB x 3
- Damage: +7
- Qualities: Blast (2), Corrosive (Metal only), Flammable, Minor Magic
- Passive (Melting Point): Any metal armor hit by the solvent loses 1 AP permanently as the silver-veined filaments “eat” the structural integrity of the plate.
- Passive (Tracking Flare): The target gains the Ablaze condition. While Ablaze with this solvent, any Perception tests to find the target gain +20.
- Active (Oxygen-Reactive): To extinguish the Ablaze condition caused by this item, the victim must pass a Hard (-20) Dexterity Test. Jumping into water does not grant the usual +20 bonus to this test; the chemical nature of the solvent continues to react until physically scraped away.
