Scrapper's Gel: It is ignited with an electric charge, burning at temperatures exceeding 2,500 degrees Celsius and melting through whatever it is touching. Liquid thermite inflicts 3d10 + 5 DV per Action turn to whatever it is touching. Armor will also be burnt through, offering no protection once the full Armor rating has been reached.
Torches: In acid form, scrapper’s gel does 1d10+5 DV per Action Turn to anything it touches, unless the material has been treated against acid. Armor will protect against this acid at first, but the acid will eat through the armor, so that it will no longer protect after its full armor value has been reached.
Fire: Any hit that is an Excellent Success (MoS 30+) sets the target on fire, where they will continue to take 2d10 damage per Action Turn.
Here's the problem: When does it stop? How long does the effect last? A player of mine has decided that it might be cool to stuff a piezoelectric cell in a splash round filled with Scrapper's gel and start firing those off basically eating away a targets armor. Cool idea, I have nothing against except: when does the damage on time for a Scrapper's gel round end? So we looked and looked and absolutely none of damage on time have a listed time limit set on them. Not the liquid thermite, the handy dandy torch or even regular good old fire... So would anyone with better chemical knowledge than mine (namely most of the board) try to answer at least how long Scrapper's gel lasts in Action turns (or destructive potential per volume)? But while we are at it why not take a peek at all the rest of the DoTs? Burning items (or characters) will suffer 1d10 ÷ 2 (round up) damage each Action Turn unless otherwise noted. Energy armor will protect against this damage, though it too may catch fire, reducing its value by the damage inflicted. Depending on the environmental conditions, res are likely to grow larger unless somehow abated. Every 5 Action Turns, increase the DV inflicted (first to 1d10, then 2d10, then 3d10, then by increments of +5).