Difference between revisions of "On Fire"
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− | A character that is On Fire is dealt a cumulative 1d6 points of damage every round. By making a DC 15 [[Reflex Save]], a character can negate the increase of the fire damage. For every 5 points that the save check exceeds 15, the damage is reduced by one die. If the number of dice is reduced to zero, the character is no longer on fire. | + | A character that is On Fire is dealt a cumulative 1d6 points of damage every round. By spending 4 AP and making a DC 15 [[Reflex Save]], a character can negate the increase of the fire damage. For every 5 points that the save check exceeds 15, the damage is reduced by one die. If the number of dice is reduced to zero, the character is no longer on fire. |
For Example, Roland accidentally lights himself on fire with a torch, and he is dealt 1d6 points of Fire damage the first round. The next round, he fails his [[Reflex Save]] and is dealt 2d6 points of Fire damage. The third round, he rolls a 16 on his Save, meaning the damage doesn't go up, but he is still dealt 2d6 points of Fire damage. Finally, on the fourth round, he rolls a 25 on his [[Reflex Save]] and reduces the damage by two dice, putting himself out. | For Example, Roland accidentally lights himself on fire with a torch, and he is dealt 1d6 points of Fire damage the first round. The next round, he fails his [[Reflex Save]] and is dealt 2d6 points of Fire damage. The third round, he rolls a 16 on his Save, meaning the damage doesn't go up, but he is still dealt 2d6 points of Fire damage. Finally, on the fourth round, he rolls a 25 on his [[Reflex Save]] and reduces the damage by two dice, putting himself out. | ||
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+ | *Voluntarily falling [[Prone]] as a free action gives a +2 on this save. | ||
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+ | *A character that is very wet gets a bonus of +4 on this save, which also applies to any saves against catching on fire in the first place. Rain provides a similar +2. | ||
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+ | Naturally there are also conditions that will automatically extinguish the flames - jumping in water over your head or being completely covered in dirt, for instance. | ||
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+ | A character that grabs, is grabbed by, or is involved in a grapple with a character that is on fire takes 1d6 points of fire damage every round and has a 50% chance to catch on fire each time they take this damage. | ||
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+ | Metallic and leather equipment is never in danger when a character is fire. However, cloth and other flammable materials are subject to the same damage as their carrier. Incendiary items may deal additional damage. Refer to individual items' descriptions for more information. | ||
[[Category: Core Rules]] | [[Category: Core Rules]] | ||
[[Category: Character States]] | [[Category: Character States]] |
Latest revision as of 15:02, 3 January 2011
A character that is On Fire is dealt a cumulative 1d6 points of damage every round. By spending 4 AP and making a DC 15 Reflex Save, a character can negate the increase of the fire damage. For every 5 points that the save check exceeds 15, the damage is reduced by one die. If the number of dice is reduced to zero, the character is no longer on fire.
For Example, Roland accidentally lights himself on fire with a torch, and he is dealt 1d6 points of Fire damage the first round. The next round, he fails his Reflex Save and is dealt 2d6 points of Fire damage. The third round, he rolls a 16 on his Save, meaning the damage doesn't go up, but he is still dealt 2d6 points of Fire damage. Finally, on the fourth round, he rolls a 25 on his Reflex Save and reduces the damage by two dice, putting himself out.
- Voluntarily falling Prone as a free action gives a +2 on this save.
- A character that is very wet gets a bonus of +4 on this save, which also applies to any saves against catching on fire in the first place. Rain provides a similar +2.
Naturally there are also conditions that will automatically extinguish the flames - jumping in water over your head or being completely covered in dirt, for instance.
A character that grabs, is grabbed by, or is involved in a grapple with a character that is on fire takes 1d6 points of fire damage every round and has a 50% chance to catch on fire each time they take this damage.
Metallic and leather equipment is never in danger when a character is fire. However, cloth and other flammable materials are subject to the same damage as their carrier. Incendiary items may deal additional damage. Refer to individual items' descriptions for more information.