Lore
In the fractured reality of Saṃsāra, the Item 612 of Phlogiston Marrow is harvested from the cooling vents of ancient, grounded star-barges. It is believed to be the “blood” of the machines, a substance that has forgotten its original purpose and now only knows how to consume. Unlike mundane fire, this substance thrives on the spiritual exhaustion of a location. In the port of Kaskarey, it is often referred to as “Liquid Spite,” used by those who need to ensure that whatever they set ablaze stays lit even in the dampest coastal fog or the vacuum of a spirit-void.
Description
The item is a slender, translucent glass vial containing a swirling, phosphorescent crimson liquid that appears to have the consistency of molten wax. The liquid pulses with a low, rhythmic light, similar to a slow heartbeat. The vial is capped with a porous stone stopper that allows a faint, sharp scent of burning metal to escape. When the glass shatters, the liquid instantly expands into a sticky, web-like lattice of white-hot embers that adhere to the first surface they touch.
Stats
- Slot: Consumable (Thrown Tool)
- Range: 20 feet
- Impact Damage: 1d4 Fire damage upon hit.
- Effect: Target begins Burning (takes 1d4 fire damage at the start of each of its turns).
- Tier: 1 (Common Rarity)
- Weight: 1 lb.
Skills Gained While Openly Worn or Used
- Hazard Perception: The user can sense the presence of highly flammable gases or spirits within 10 feet.
- Precision Lobbing: A bonus to attack rolls when targeting specific, small objects (like a candle or a lock) with thrown consumables.
- Thermal Endurance: A minor resistance to environmental heat, allowing the user to handle hot objects for a few seconds without injury.
Multiple Passives Magic
- Spirit-Hungry Flame: The fire produced by the Marrow ignores resistance to non-magical fire. It feeds on the “ambient essence” of the target, making it particularly difficult to smother.
- Luminous Residue: The burning substance sheds bright light in a 10-foot radius and dim light for an additional 10 feet. This light is a distinct, unnatural violet-red.
- Adhesive Ignition: The substance is magically sticky; the Dexterity saving throw to extinguish the flames is made with a -2 penalty if the target is wearing fur, cloth, or leather.
Multiple Active Magics
- Flare-Up (Impact Trigger): Upon shattering, the vial releases a localized burst of heat. All creatures within 5 feet of the point of impact must succeed on a DC 10 Dexterity save or take 1 point of fire damage from the initial splash.
- Searing Scent: As an action, the wielder can uncork the vial without throwing it. The escaping fumes act as a sensory deterrent, giving the wielder a +1 bonus to Intimidation checks against animals for 1 minute.
- Oxygen Surge (Special): If the wielder throws the vial into an existing mundane fire, the area of that fire increases by 5 feet in all directions for 3 rounds as the Phlogiston “excites” the local embers.
Tags
Tier-1, Common, Consumable, Thrown, Alchemical, Phlogiston, Fire, Adhesive, Light-Source, Area-Control, Volatile, Kaskarey-Docks, Crimson-Pulsing, Machine-Blood, Void-Igniting, Adhesive-Embers, Phosphorescent, High-Volatility, Saboteur-Standard, Ship-Barge-Harvest, Thermal-Prickle, Liquid-Spite, Non-Smotherable
In the world of Saṃsāra, obtaining Item 612 of Phlogiston Marrow requires navigating the specialized industrial and alchemical markets that serve the “Great Barges” and dockworkers. Since it is a Tier 1 item of common rarity, it is accessible but often viewed with suspicion by town guards due to its association with arson and sabotage.
Methods of Acquisition
- Barge-Crawl Scavenging: Avatars can often find vials of Phlogiston Marrow in the maintenance tunnels of grounded vessels. It is frequently stored in “emergency cabinets” intended for lighting signal fires or thawing frozen engine valves.
- Aetheric Siphoning: Individuals with alchemical training can siphon the raw “marrow” from leaking engine manifolds. This requires a steady hand and an airtight glass container, as the substance begins to oxidize and “pulse” as soon as it touches the air.
- Trade Guild Allotment: For those affiliated with the Kaskarey Ship-Breakers, a single vial of Phlogiston Marrow is often part of a standard “Cold-Start Kit” issued for deep-hull expeditions where mundane torches might fail.
Buying and Selling in Saṃsāra
The price of Phlogiston Marrow fluctuates based on how “legal” the transaction is and how much the shopkeeper values their own eyebrows.
Imperial Logistics Hubs (High District) These are government-sanctioned depots that resemble sterile libraries more than tool shops. The vials are stored in lead-lined drawers and are meticulously labeled.
- Method: Sold as “Industrial Ignition Fluid.” The buyer must present a permit or a guild token. The transaction is formal, and the item is wrapped in a protective, flame-retardant cloth.
- Cost: 60 to 75 Shards. (Higher due to the “Safety Tax” and the purity of the distillation).
Breaker’s “Shadow” Markets (The Low Docks) Located in the damp, crowded alleys under the barge piers, these shops are often just a series of crates and a makeshift counter. The air smells of salt and ozone.
- Method: Sold as “Liquid Spite.” No questions are asked, and no permits are required. The vials might be slightly dirty or reused, but the contents are potent. You might find a merchant willing to trade the vial for a piece of salvaged machinery or a favor.
- Cost: 40 to 50 Shards. (Standard market price for the “unlicensed” adventurer).
Alchemical Curio Stalls (The Bazaar) These colorful, open-air stalls feature bubbling flasks and hanging herbs. The Phlogiston Marrow is often displayed as a “wonder-light” to attract customers, showcasing its rhythmic pulsing.
- Method: Sold as a “Self-Lighting Lantern Fuel.” The merchant focuses on the item’s ability to provide light in the dark, conveniently downplaying its destructive potential. The sales pitch is high-energy and full of theatrical demonstrations.
- Cost: 55 Shards. (A competitive price aimed at travelers and non-locals).
The “Siphon” Alley (Black Market) Found in the most dangerous corners of the city, these “shops” are often just an individual with a bag of stolen siphoned fluids.
- Method: The seller is usually desperate or on the run. The glass vials might be poorly sealed, making the “Thermal Prickle” noticeable even from a distance. The transaction is fast and tense.
- Cost: 30 to 35 Shards. (A significant discount, but carries the risk of the vial leaking in your pack).
Strategic Applications of Item 612: Phlogiston Marrow
In the world of Saṃsāra, the use of Phlogiston Marrow is as much about psychological warfare as it is about thermal damage. Its unnatural violet-red glow and rhythmic pulsing make it a terrifying sight in the dark or within the metallic confines of a star-barge.
The Interior of Grounded Star-Barges
Within the narrow, echoing metal corridors of ancient vessels, the Marrow is a tool of claustrophobic control.
- Offense: An avatar uses Precision Lobbing to shatter a vial against the ceiling or upper bulkheads. The “Liquid Spite” drips down as a white-hot lattice, creating a vertical curtain of fire. Roleplay involves the avatar watching the enemy’s panic as the “Searing Scent” of ozone fills the cramped space, forcing them to choose between standing their ground in the heat or retreating into a dead-end maintenance shaft.
- Defense: When being pursued through a ventilation crawlspace, the avatar utilizes the Flare-Up property. By shattering a vial at a junction, the localized burst of heat and the “Non-Smotherable” nature of the flames create a temporary wall that cannot be extinguished by the barge’s automated halon systems. The avatar uses the “Thermal Endurance” to briefly ignore the rising ambient temperature while they weld the hatch shut.
The Damp Coastal Docks of Kaskarey
In environments where salt-mist and heavy rain normally render fire useless, the Phlogiston Marrow thrives.
- Offense: Against a group of amphibious predators or dock-thugs, the avatar throws the vial into the water-logged rigging of a pier. Because the flame is Spirit-Hungry, it ignores the dampness of the wood. Roleplay describes the unnatural violet light reflecting off the dark waves, marking the targets with Luminous Residue that prevents them from diving into the water to escape the heat.
- Defense: Using the Oxygen Surge ability, an avatar can turn a small, sputtering signal fire into a massive bonfire. This creates a sudden “Heat Signature” that confuses the infrared sensors of automated dock-drones or provides enough light for distant allies to locate the avatar’s position through the thickest coastal fog.
The High-Altitude “Sky-Ports”
In the thin, freezing air of the mountain ports, the Marrow provides warmth and a deadly edge.
- Offense: The avatar targets the “Machine-Blood” of an enemy’s mechanical mount or prosthetic. The Adhesive Ignition ensures the white-hot embers burrow into the cold metal, warping the joints. The avatar roleplays the calculated cruelty of the strike, knowing the enemy cannot simply brush the “Spiritual Exhaustion” fire away in the thin atmosphere.
- Defense: Facing the biting cold of a high-altitude storm, the avatar uses the Searing Scent as a desperate deterrent. By uncorking the vial, the intense heat radiating from the liquid creates a small pocket of warmth. The avatar roleplays huddling around the pulsing crimson glow, using the “Hazard Perception” to ensure no frost-spirits are drawn to the unnatural heat.
The Void-Bleached Ruins
In areas where the reality of Saṃsāra has begun to fray, the Marrow acts as a tether to the physical world.
- Offense: The avatar throws the vial at a spectral or “void-shifted” entity. Because the fire is Void-Igniting, it bridges the gap between the material and the ethereal. Roleplay describes the crimson embers clinging to the “ghostly” form of the enemy, grounding them in the physical plane and making them vulnerable to mundane weapons.
- Defense: If trapped in a zone of “Magical Silence” or darkness, the avatar relies on the Luminous Residue. The violet-red light is not just visual but spiritual; it pushes back the “ambient essence” of the void, providing a 10-foot sanctuary of reality where the avatar can regain their bearings and prepare a counter-attack.

Perception of Activation:
- User’s Perspective
- Sight: Upon the glass shattering, a violent expansion of crimson light fills the immediate area. You see the liquid transform into a white-hot, geometric web of embers that appears to vibrate with an internal, rhythmic pulse. The light is a piercing, unnatural violet-red that leaves trailing after-images in your vision.
- Sound: A sharp, crystalline chime is immediately followed by a low-frequency mechanical thrum. It sounds like the distant, rhythmic heartbeat of a massive engine finally catching its cycle, vibrating deep within your chest cavity.
- Touch: You feel a dry, prickling heat that makes the hair on your arms stand up. It does not radiate like a wood fire; instead, it feels like an electric fever moving through the air, accompanied by a faint physical pressure.
- Smell: An overwhelming scent of industrial ozone and burnt copper fills your lungs. It tastes metallic, like iron or pennies resting on the back of the tongue.
- Observer’s Perspective
- Sight: The observer sees the target suddenly enveloped in a pulsing, web-like lattice of fire that seems to attempt to merge with the target’s shadow. The flames do not flicker with the wind but remain eerily stable and rhythmic.
- Sound: To others, the fire produces a persistent, high-pitched hissing sound, as if the air itself is being siphoned into the flames through a narrow valve.
- Touch: Those standing nearby feel a sudden “heaviness” in the air and a localized rise in temperature that feels artificial and metallic rather than natural.
- Extra-Sensory Perceptions
- Aetheric Sight: Those with magical sight perceive the fire as a jagged hole in the local aether. It looks like a flickering, grey static where the spiritual essence of the area is being rapidly converted into heat.
- Machine Empathy: An avatar with a connection to technology may feel a brief, sharp pang of mechanical sorrow, as if witnessing the final, violent gasp of a dying machine soul.
- Static Intuition: The user becomes hyper-aware of the friction between objects within 30 feet. You can “feel” the microscopic grinding of gears or the sliding of metal on metal as if it were happening against your own skin.
- Positives
- Unerring Illumination: The light produced is distinct and cannot be smothered, ensuring targets remain visible even in magical darkness or heavy fog.
- Spiritual Anchoring: The fire bridges the gap between the material and the ethereal, allowing the user to track or damage entities that are partially out of phase with reality.
- Psychological Deterrent: The unnatural sound and color of the flames cause instinctual hesitation in animals and low-intelligence creatures.
- Negatives
- Sensory Overload: The cloying scent of ozone can cause lingering nausea, making it difficult to utilize delicate senses like smell or taste for up to an hour after exposure.
- Thermal Signature: The pulsing light and heat make the user and the target extremely easy to detect for any creature or construct utilizing thermal or aetheric tracking.
- Oxygen Depletion: In enclosed, unventilated spaces, the aggressive nature of the flame can cause the air to become thin and difficult to breathe very quickly.
Recipe: Synthesis of the Phlogiston Marrow (612 Consumable)
Materials Needed
- 1 Unit of Raw Star-Barge Runoff: A thick, crimson fluid siphoned from the cooling manifolds of grounded heavy-lift vessels.
- 2 Ounces of Vitrified Copper Filings: Metallic dust treated in a high-heat forge until it achieves a conductive, crystalline state.
- 1 Porous Volcanic Stone Stopper: A breathable mineral cap used to prevent pressure buildup within the vial.
- 1 Slender Vial of Tempered Quartz: A container reinforced to withstand internal vibrations and thermal shock.
- Aetheric Binding Salt: A handful of processed minerals used to tether the spirit-hunger of the fluid to the physical plane.
Tools Required
- Manual Aetheric Centrifuge: A hand-cranked device used to spin the marrow and copper into a synchronized rhythmic state.
- Lead-Lined Tongs: Specialized handling tools to prevent spiritual blistering from skin contact with raw runoff.
- Precision Dropper: For the exact measurement of binding salts into the volatile mixture.
- Stabilizing Sand-Bath: A container of heated sand used to maintain a consistent temperature of 180°C during the infusion process.
Skill Requirements
- Alchemy (Tier 1): Foundational knowledge of reactive industrial fluids and their stabilization.
- Basic Mechanics: An understanding of mechanical rhythms and the internal “heartbeat” of barge-tech.
- Hazard Handling: Proficiency in managing volatile substances that react to air and spiritual exhaustion.
Crafting Steps
- Purification of the Base: Filter the raw star-barge runoff through a fine silk mesh to remove rust flakes and carbon buildup until the liquid is translucent and deep crimson.
- Thermal Priming: Place the tempered quartz vial into the stabilizing sand-bath, gradually raising the temperature to 180°C.
- The Copper Infusion: Slowly stir the vitrified copper filings into the heated marrow. The mixture will begin to produce a faint, rhythmic thrumming sound as the metal grains align.
- Centrifugal Synchronization: Transfer the mixture into the manual aetheric centrifuge. Crank the device steadily for three minutes until the liquid begins to pulse with a distinct, violet-red internal light.
- Binding the Marrow: While the liquid is still pulsing, use the precision dropper to add the aetheric binding salts. The liquid will thicken and the rhythmic pulse will become constant and mechanical.
- Final Sealing: Carefully remove the vial from the sand-bath and insert the porous volcanic stone stopper. The stopper must remain porous; if sealed with wax or lead, the internal pressure from the spirit-hunger will eventually cause the glass to shatter.
Bleeding-Metal and Heart-Throb of Unmoving-Barge
In the Time-Before-the-Cloth, when the Sky-was-a-Cold-Empty-Box and the Great-Floating-Houses (the star-barges) first fell into the Mud-of-Saṃsāra, there was a Master-of-the-Wrench named One-Who-Listens-to-Oil. The world was hungry and the Light-of-the-Sun was too thin to warm the Spirit-of-the-People. The Master-of-the-Wrench went into the Hollow-Belly of the largest fallen house, where the Iron-was-Screaming in the silence of the deep earth.
He found the Heart-of-the-Great-House, a giant of copper and glass that no longer moved. From its Broken-Veins, a liquid was dripping. It was not blood, and it was not water; it was the Marrow-of-the-Star-Barge, a crimson sorrow that remembered the Fire-of-the-High-Places.
One-Who-Listens-to-Oil spoke to the liquid, saying, “Why do you weep in the dark?”
The liquid replied with a Voice-like-a-Grinding-Gear, “I have forgotten how to fly, and now I only know how to Eat-the-Silence. If you let me out of this Metal-Prison, I will give you the Heat-of-a-Captured-Sun.”
The Master-of-the-Wrench took a Small-Glass-Jar (the vial) and caught the weeping liquid. But the liquid was too angry; it tried to Bite-the-Glass. So, the Master took the Dust-of-Metal-Dreams (copper filings) and fed it to the liquid, singing a Song-of-Rhythm that matched the pulse of the world’s own heart. The liquid became calm, but it began to Throb-with-a-Violet-Need.
He carried the Vial-of-Throbbing-Crimson to the Village-of-the-Shaking-Hands, where the people were freezing because the Shadows-of-the-Void had stolen their hearths. The village was guarded by a Beast-of-Cold-Smoke that could not be touched by spears or by the fire of wood.
One-Who-Listens-to-Oil stood before the Beast-of-Cold-Smoke. He said, “You are a shadow of nothing, but here is a Piece-of-Everything.”
He threw the vial. When the glass made its Crystalline-Chime against the beast’s smoky hide, the Phlogiston-Marrow remembered its ancient hunger. It did not merely burn; it Wove-a-Nest-of-Embers inside the beast. The White-Hot-Lattice expanded like a Spirit-Spider, clinging to the smoke and turning it into Violet-Screams.
The beast was not burned away; it was Consumed-by-the-Memory-of-Fire. The villagers watched as the Industrial-Ozone filled their lungs, and for the first time in an age, their skin felt the Electric-Fever of the stars. But the fire would not go out. It ate the beast, and then it began to Look-for-the-Spirit of the ground itself.
One-Who-Listens-to-Oil had to stay by the fire for Seven-Thousand-Hear-Beats, singing the Song-of-the-Wrench to keep the fire from eating the village. He realized then that the Marrow was a Thirsty-God that required a Constant-Watcher. He never again felt the cold, but his eyes were forever stained with the Violet-Red-Afterimage of the star-house’s blood.
The vial became the Item-612, a fragment of a Dead-Giant’s-Life, passed down by those who are brave enough to hold the Liquid-Spite but wise enough to know that a Fire-that-Feeds-on-Spirit is a fire that never truly sleeps.
The Moral of the Story: It is a heavy burden to wake the sleeping sun of the past to fight the shadows of the present, for once the marrow begins to throb, the heat you gain is a debt that must be paid in constant vigilance.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Unique Name: Phlogiston Marrow Vial Item Type: Alchemical Incendiary
- Skill: Throw
- Damage: 1d4 Fire on impact + 1d4 burning damage per round.
- Range: Throw (STR/5) yards.
- Game Mechanics: Upon a successful hit, the target is coated in the adhesive crimson lattice. The target takes 1d4 fire damage at the start of each of its turns. The fire ignores any non-magical fire resistance.
- Extinguishing: To stop the burning, a character must succeed on a Hard Dexterity roll. Water or smothering with cloth provides no bonus to this roll due to the spirit-hungry nature of the substance.
- Luminous: While burning, the target is illuminated, granting a Bonus Die to any Firearms or Throw rolls made against it in low-light conditions.
- Sanity Loss: 0/1 (Witnessing the unnatural, violet-red “heartbeat” of the flame for the first time).
Blades in the Dark
Unique Name: 612 Liquid Spite Item Type: Alchemical (1 Load)
- Tier: Tier 1 (Common)
- Quality: Fine (+1 Effect when used to ignite or illuminate).
- Game Mechanics: When you Wreck or Skirmish with this item, it gains the Potency tag against supernatural or void-touched entities.
- Active Magic – Flare-Up: You may expend the item to create a zone of intense heat. Any NPC attempting to cross the zone must take Level 1 Harm (Singed) or resist with Prowess.
- Passive – Spirit-Hungry: This fire cannot be extinguished by mundane means (water, sand, or smothering). It only goes out once the fuel source is consumed or a specialized alchemical neutralizer is used.
- Senses: The air within 10 feet of the active flame vibrates with a low-frequency mechanical thrum.
Dungeons & Dragons (5th Edition – 2024)
Unique Name: Item 612: Phlogiston Marrow Item Type: Adventuring Gear (Consumable)
- Weight: 1 lb.
- Activation: When you take the Attack action, you can replace one of your attacks with throwing a flask of Phlogiston Marrow.
- Range: Target one creature or object you can see within 20 feet of yourself.
- Damage: The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning.
- Burning: A burning creature takes 1d4 Fire damage at the start of each of its turns. The damage ignores resistance to non-magical fire.
- Extinguishing: A creature can end the burning by using its action to make a Dexterity check against the same DC. The check is made with a -2 penalty due to the adhesive nature of the marrow.
- Active – Flare-Up: Each creature within 5 feet of the point of impact must succeed on a DC 10 Dexterity saving throw or take 1 Fire damage.
- Rest Constraint: Note that avatars gain nothing from a short rest, making the tactical expenditure of this consumable critical.
Knave (2nd Edition)
Unique Name: Phlogiston Marrow Vial Item Type: Consumable (1 Slot)
- Range: 30 ft.
- Damage: 1d4 Fire damage per round.
- Duration: Burns until a successful DEX save is made to scrape it off.
- Game Mechanics: This item ignores 1 point of armor if the target is wearing cloth or leather, as the adhesive embers burrow into the material.
- Passive – Spirit-Hungry: The fire sheds light like a torch but cannot be extinguished by wind or water.
- Active – Searing Scent: As an action, the wielder may uncork the vial to gain a +1 bonus to Charisma checks intended to intimidate animals or low-intelligence creatures for one turn.
- Mechanical Pulse: The item vibrates constantly; if the wielder attempts a Stealth check while the vial is not padded, the check is made at a disadvantage.
Fate (Core/Condensed)
Unique Name: Item 612: Phlogiston Marrow Vial Item Type: Consumable Extra
- Aspect: Sticky White-Hot Spirit-Lattice
- Effect (Offense): As an action, you can throw this vial into an adjacent zone. This creates the Situation Aspect Bathed in Violet-Red Embers on a target or a specific area.
- Passive – Non-Smotherable: This aspect cannot be removed by mundane efforts like rolling on the ground or using water. To overcome this aspect, a character must use an action to physically scrape the marrow off with a tool, requiring a Great (+4) Athletics or Physique roll.
- Active – Spirit-Hungry Burn: At the start of every exchange the target is on fire, the user or the environment takes a 2-shift physical hit. This damage ignores any Armor aspects derived from non-magical materials.
- Active – Flare-Up: You may invoke the Sticky White-Hot Spirit-Lattice aspect for free once to affect everyone in the same zone as the primary target with a 1-shift physical hit as the white-hot lattice expands.
Numenera & Cypher System
Unique Name: Item 612: Phlogiston Marrow Level: 1d6 (Cypher)
- Form: A slender quartz vial containing a pulsing, crimson-violet liquid.
- Effect: When thrown (short range), the vial shatters, releasing a lattice of white-hot embers. The target takes 2 points of fire damage immediately and 2 points of fire damage per round for three rounds.
- Passive – Adhesive Ignition: The target’s Speed defense rolls are hindered by one step while they are burning, as the sticky embers restrict movement and cause intense, distracting pain.
- Passive – Void-Igniting: The damage from this item is effective against transdimensional, phased, or gaseous creatures that are normally resistant to mundane fire.
- Active – Flare-Up: All creatures standing within immediate range of the point of impact take 1 point of fire damage from the initial heat burst.
Pathfinder (2nd Edition)
Unique Name: Phlogiston Marrow Vial (Item 1) Consumable, Alchemical, Bomb, Fire, Splash
- Price: 3 gp; Bulk: L
- Usage: held in 1 hand; Activation: [one-action] Strike
- Initial Damage: 1d4 Fire damage + 1d4 Persistent Fire damage.
- Splash Damage: 1 Fire damage.
- Passive – Spirit-Hungry: The persistent fire damage from this item ignores Fire Resistance 5 or lower if that resistance comes from a non-magical source (such as thick hide or mundane wetness).
- Passive – Luminous Residue: A creature taking persistent fire damage from this item sheds bright violet-red light in a 10-foot radius and dim light for an additional 10 feet.
- Active – Adhesive Ignition: The DC to recover from the persistent fire damage is 15. The creature cannot reduce this DC by using water or by rolling on the ground; they must use an action to Scrape (an Athletics check against DC 15) to attempt to end the effect early.
Savage Worlds (Adventure Edition)
Unique Name: Item 612: Phlogiston Marrow Item Type: Alchemical Weapon (Thrown)
- Range: 3/6/12; Damage: 1d4; Weight: 1; RoF: 1
- Active – Persistent Burn: A target hit by the vial catches fire. At the start of their next turn and every turn thereafter, they take 1d4 damage.
- Passive – Spirit-Hungry: This fire ignores 2 points of Armor from non-magical sources (such as leather or heavy coats) as the embers burrow into the material.
- Passive – Non-Smotherable: The fire does not go out if the target rolls on the ground or is splashed with water. To extinguish the flame, the target must spend a Focused Action to scrape the marrow off, requiring an Athletics roll at -2.
- Active – Flare-Up: Use a Small Blast Template. Every creature inside the template takes 1 point of fire damage from the initial splash of the white-hot lattice.
Shadowrun (6th World Edition)
Unique Name: 612 Phlogiston Marrow Item Type: Alchemical Preparation (Contact) Availability: 6R | Cost: 350¥
- Attack Rating: 8/6/-/-/-
- Damage: 3P (Fire)
- Blast: 2m
- Passive – Spirit-Hungry: The fire ignores 2 points of Armor provided by non-magical or non-hardened protective gear.
- Passive – Luminous Residue: The target becomes a Beacon. Any attacks made against the burning target receive a +1 Tactical Advantage due to the bright violet-red illumination.
- Active – Persistent Burn: At the start of each of the target’s turns, they suffer 1P damage. This damage continues until the target spends a Major Action to scrape the gel off, requiring an Agility + Athletics (3) Test.
- Note: Standard fire-suppression systems do not grant a bonus to this test because the marrow reacts with ambient oxygen rather than heat alone.
Starfinder (2nd Edition)
Unique Name: Item 612: Phlogiston Marrow Item Type: Level 1 Alchemical Bomb Bulk: L | Price: 45 Credits
- Usage: held in 1 hand; Range: 20 ft.
- Initial Damage: 1d4 Fire damage and 1 Fire splash damage.
- Passive – Adhesive Ignition: The target takes 1d4 Persistent Fire damage. The DC to end this persistent damage is 15.
- Passive – Spirit-Hungry: The persistent fire damage ignores any Fire Resistance derived from environmental gear or non-powered armor.
- Active – Tracking Flare: The target sheds bright light in a 10-foot radius. Any creature attempting to use the Stealth skill while affected by this persistent damage automatically fails.
- Special: In a vacuum, the fire does not extinguish immediately but continues to throb with a dull violet light for 1 round before fading, dealing half damage.
Traveller (Mongoose 2nd Edition)
Unique Name: Item 612: Marrow-Vial TL: 10 | Mass: 0.5 kg | Cost: Cr 200
- Range: 10m
- Damage: 1D Fire
- Passive – Thermal Burrow: The marrow ignores 1 point of Protection from any armor that is not fully sealed or vacuum-rated.
- Passive – Mechanical Thrum: The item produces a constant vibration. If carried without padding, it imposes a -1 DM to any Stealth checks.
- Active – Persistent Burn: The target continues to take 1D damage at the start of every round.
- Active – Extinguishing: Stopping the fire requires a Significant Action and a successful DEX (Athletics) 8+ check to physically scrape the sticky lattice from the hull or clothing. Standard shipboard fire-suppressants (CO2 or Foam) have no effect on this chemical reaction.
Warhammer (Fantasy Roleplay 4th Edition)
Unique Name: Item 612: The Spirit-Spider’s Draught Item Type: Explosive (Incendiary) Price: 15 Shillings | Enc: 0 | Availability: Rare
- Range: SB x 3
- Damage: +5
- Qualities: Blast (2), Corrosive (Armor only), Flammable, Minor Magic
- Passive – Spirit-Hungry: This fire ignores any Resistance or AP bonuses granted by wet clothing or leather-based protective gear.
- Passive – Luminous Residue: The target gains the Ablaze condition. While Ablaze with Item 612, the violet light provides a +20 bonus to any Perception Tests to locate the target.
- Active – Adhesive Ignition: To remove the Ablaze condition, the victim must pass a Hard (-20) Dexterity Test to scrape away the glowing web. Rolling on the ground or jumping into water does not remove the condition and does not provide the standard +20 bonus.
- Active – Searing Scent: Any animal within 2 yards of the activated marrow must pass a Challenging (+0) Cool Test or gain 1 Fear point.
