Your character comes in contact with a candle or an inferno. Either way, he gets burned. Fire automatically inflicts lethal damage per turn of exposure (no attack roll is required). The larger the flame, the more harm that’s inflicted. The hotter the flame, the greater the injury.
Size of Fire | Damage |
---|---|
Torch | 1 |
Bonfire 2 | 2 |
Inferno | 3 |
Heat of Fire | Damage Modifier |
---|---|
Candle (first-degree burns) | — |
Torch (second-degree burns) | +1 |
Bunsen burner (third-degree burns) | +2 |
Chemical fire/molten metal | +3 |
So, a fire the size of a bonfire (2) and with the intensity of a torch (+1) inflicts three damage per turn of contact.
In general, if exposure to fire persists for more than a turn, it catches anything combustible. Y our character continues to take full damage, even if he escapes the original source of the flame.
Depending on the accelerator involved, the size of a fire can be reduced by one point per turn. Your character might stop, drop and roll or be targeted with a hose or fire extinguisher. The Storyteller might rule that a fire goes out immediately under some circumstances (local oxygen is removed with a controlled explosion or your character is completely immersed in water). Or, a fire could continue to burn despite efforts to put it out, such as with a grease fire when water is poured on it.
Most armor can block its rating in fire damage automatically for a number of turns equal to the gear’s rating. Damage that exceeds armor rating in that period is transferred directly to your character. Once exposure exceeds armor’s rating in turns, all fire damage is inflicted directly to your character.
So, armor rated 2 against most harm eliminates two points of damage in the first two turns that your character is on fire. As of turn three, your character gets no protection from his armor.
Characters who are reduced to zero Health by fire but who still manage to survive (through first aid or mystical healing) might suffer a permanent impairment (reduced Physical Attribute), nerve damage (reduced Mental Attribute) or severe and disfiguring scars (reduced Presence), at the Storyteller’s discretion. Such impairment can be defined as a Flaw (see p. 217) gained during play.