Catching Fire

A single hit that inflicts at least 3points of basic burning damage ignites part of the victim’s clothing. (The Ignite Fire spell does this at its third level of effect; see p. 246). This does 1d-4 burning damage per second and is distracting (-2 to DX, unless the damage simply cannot harm the target). To put out the fire, the victim must beat it with his hands. This requires a DX roll, and each attempt takes a Ready maneuver. A single hit that inflicts 10 or more points of basic burning damage ignites all of the victim’s clothes. This does 1d-1 burning damage per second and is very distracting (-3 to DX, except when rolling to put out the fire). To put out the fire, the victim must roll on the ground. This requires a DX roll, and each attempt takes three Ready maneuvers. Jumping into water takes only one second, and automatically extinguishes the fire.

If a wooden shield takes 10 or more points of burning damage in one second, the bearer is at -2 to DX, and takes 1d-5 burning damage per second until he gets rid of it. In all cases, remember to apply shock penalties to DX if the flame inflicts injury! The above guidelines assume ordinary clothing. Armor is good protection against fire; clothing worn over armor (e.g., a surcoat) might burn, but the armor’s DR reduces the damage normally. Clothing that is wet or worn under armor is almost impossible to ignite, and won’t stay lit. On the other hand, fancy dresses, lace cuffs, and soon, ignite if they take even 1 point of burning damage! Remember to divide damage from tight-beam burning attacks by 10when applying the rules above.