Difference between revisions of "Burning Damage"

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Some like it hot, however most folks don't enjoy burning to death.  All kinds of things can catch a creature on fire, for instance torches, chemicals, doctored-up weapons, or magic spells. When your body, hair, clothes, or equipment catch fire, you gain the ''burning'' condition. So long as a creature remains aflame, it takes 8 damage each round, and no skill check can prevent or avoid this damage.
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Some like it hot, however most folks don't enjoy burning to death.  All kinds of things can catch a creature on fire, for instance torches, chemicals, doctored-up weapons, or magic spells. When your body, hair, clothes, or equipment catch fire, you begin taking [[Continual Damage]] (4 HP per round). Every round you remain aflame, the fire spreads and increases the damage per round by 2. This is obviously considered burning damage.
  
Next comes the business of extinguishing oneself. Creatures who are partially aflame can extinguish the fire for 3 AP by pouring water over the affected area or covering it with heavy cloth and patting it out. A creature who is completely engulfed in fire must spend 6 AP to put out the flames by dropping to the ground and rolling around or leaping into a body of water.
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Next comes the business of extinguishing oneself. Creatures who are partially aflame (i.e. taking 6 or less Continual Damage per round) can pour water over the affected area or cover it with heavy cloth and pat out the fire (which takes 3 AP). A creature who is completely engulfed in fire (i.e. taking 7 or more) must drop to the ground and roll around or leap into a body of water (Which takes 6 AP).
 
<noinclude>[[Category:Damage]]</noinclude>
 
<noinclude>[[Category:Damage]]</noinclude>

Latest revision as of 12:18, 16 July 2020

Some like it hot, however most folks don't enjoy burning to death. All kinds of things can catch a creature on fire, for instance torches, chemicals, doctored-up weapons, or magic spells. When your body, hair, clothes, or equipment catch fire, you begin taking Continual Damage (4 HP per round). Every round you remain aflame, the fire spreads and increases the damage per round by 2. This is obviously considered burning damage.

Next comes the business of extinguishing oneself. Creatures who are partially aflame (i.e. taking 6 or less Continual Damage per round) can pour water over the affected area or cover it with heavy cloth and pat out the fire (which takes 3 AP). A creature who is completely engulfed in fire (i.e. taking 7 or more) must drop to the ground and roll around or leap into a body of water (Which takes 6 AP).