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The Heroes Bane

The Heroes BaneThe Heroes BaneThe Heroes Bane

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Universal Fire Rules

FIRE / BURNING RULES

 Fire damage comes from:

  • open      flame
  • burning      oil
  • alchemical      fire
  • torches      at close range
  • magical      fire
  • explosions
  • heated      metal
  • magma      / coals / furnaces
  • being      set on fire

It uses the same sequence:

  1. Determine      location
  2. Check      armor coverage
  3. Roll      severity d12
  4. Apply      location effects
  5. Apply      secondary effects

Low severity fire

At low severity, fire often causes:

  • pain
  • reflexive      withdrawal
  • morale      loss
  • brief      disorientation
  • minor      Vigor loss

It may not always cause a lasting injury. 

Burning escalation

 Some fire injuries apply the On Fire condition.When On Fire:

  • Lose 1      Vigor at the end of each round
  • Morale      –1 each round the fire continues
  • Clothing,      straps, and exposed gear may take damage
  • At GM      discretion, severity may increase by +1 after 2 rounds if the fire is not      put out

A burning creature can usually end the condition by:

  • dropping      prone and rolling
  • diving      into water
  • smothering      with cloak / blanket
  • aid      from another creature
  • magic

Suggested extinguish action:

  • Action      + Reflex or Endurance DC 10
  • success      = fire out
  • failure      = remain On Fire

Armor interaction with fire

Armor interaction depends on material.General rule for the tables below:

  • Fire      at low severity may do little or no armor damage
  • At      medium severity, armor begins taking durability damage
  • At      high severity, armor and worn gear can be seriously damaged

Special notes by armor type

  • Cloth/leather:      catches, chars, and transmits flame easily
  • Padded      armor: can smolder and worsen burning
  • Heavy      metal armor: resists open flame, but may trap heat
  • Sealed      armor: better against flash burns, worse if heat builds over time

Fire and heat transmission

Even when armor prevents deep burns:

  • the      victim often still loses Vigor
  • morale      checks are common
  • metal      armor may impose heat stress in prolonged exposure

Smoke / inhalation

If the source is smoky or enclosed, fire may also impose:

  • coughing
  • Concentration      penalties
  • Observation      penalties
  • panic
  • suffocation      risk in prolonged scenes

Common Secondary Effects of Fire

Common results include:

  • Pain      shock
  • Panic      / morale loss
  • On      Fire
  • Blinded      by smoke
  • Disoriented
  • Gear      ignition
  • Heat      exhaustion
  • Infection      risk later

Bleeding is uncommon. Fire is about:

  • tissue      destruction
  • heat      shock
  • panic
  • ongoing      harm

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Burn/Fire Injuries

Face

d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time

 

1/Flash heat across face/Pain, flinch, morale –1 briefly/0 dmg, reduce by 1/1/1–4 hours

 

2/Singed brows / skin reddened/–1 Observation for 1 round from tearing eyes/0–1 dmg, reduce by 1/1/4–8 hours

 

3/Minor facial burn/–1 social checks until cooled/treated/1 dmg, reduce by 1/1/1 day

 

4/Hot flare to face/Observation –1; Resolve save or recoil/1 dmg, reduce by 1/2/2–4 days

 

5/Partial facial burn/–1 Speechcraft, –1 Observation; morale –1/1 dmg, reduce by 2/2/1–2 weeks

 

6/Eye-area burn / lashes burned/Observation –2 until treated; On Fire possible if   oil/flame clings/2 dmg, reduce by 2/3/2–4 weeks

 

7/Severe facial burn/Morale –2; social penalties; possible Blindness in one eye/2 dmg, reduce by 2/3/1–2 months

 

8/Deep facial burn/Shock check; Observation impaired badly/3 dmg, reduce by 2/4/Months

 

9/Eye destroyed / severe full-face burn/One eye ruined; panic or collapse check/3 dmg, reduce by 3/4/Permanent likely

 

10/Full facial burn with inhalation/Speech impaired, Observation severely reduced/4 dmg, reduce by 3/5/Permanent likely

 

11/Catastrophic facial burning/Immediate collapse likely; severe disfigurement/4 dmg, reduce by 3/5/Permanent

 

12/Total facial incineration/Immediate collapse and death risk/5 dmg, reduce by 3/5/Permanent / fatal

Head

d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time

 

1/Hair singed / scalp heated/Flinch, morale –1 briefly/0 dmg, reduce by 1/1/1–4 hours

 

2/Minor scalp burn/–1 Observation briefly/0–1 dmg, reduce by 1/1/4–8 hours

 

3/Surface scalp burn/Discomfort, Concentration –1 for 1 round/1 dmg, reduce by 1/11 day

 

4/Heated helm / scalp burn/Disoriented briefly; helmet may become painfully hot/1 dmg, reduce by 1/2/2–4 days

 

5/Partial scalp burn/Cannot Exert next turn from pain/shock/1 dmg, reduce by 2/2/1–2 weeks

 

6/Deep scalp / ear burn/Observation –2; smoke or pain Disorients/2 dmg, reduce by 2/3/2–4 weeks

 

7/Severe head burn/Shock check; morale –2/2 dmg, reduce by 2/3/1–2 months

 

8/Burning helm / head engulfed/Immediate action needed to extinguish; On Fire/3 dmg, reduce by 2/4/Months

 

9/Deep cranial burn/Collapse check; reactions impaired/3 dmg, reduce by 3/4/Permanent likely

 

10/Severe cranial burn with inhalation/Immediate collapse likely/4 dmg, reduce by 3/5Permanent likely

 

11/Catastrophic head burning/Dying without aid/4 dmg, reduce by 3/5/Permanent / fatal likely

 

12/Total head immolation/Immediate death risk/5 dmg, reduce by 3/5/Fatal likely

Neck

d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time

 

1/Neck singed/Pain turning head/0 dmg, reduce by 1/1/1–4 hours

 

2/Minor throat/neck burn/Speech uncomfortable/0–1 dmg, reduce by 1/1/4–8 hours

 

3/Surface neck burn/Concentration –1 briefly/1 dmg, reduce by 1/1/1 day

 

4/Partial neck burn/Morale –1; Defense –1 briefly from pain/1 dmg, reduce by 1/2/2–4 days

 

5/Deep neck burn/Speech impaired; Resolve save or recoil/1 dmg, reduce by 2/2/1–2 weeks

 

6/Throat-area burn/Concentration at disadvantage; coughing if smoke involved/2 dmg, reduce by 2/3/2–4 weeks

 

7/Airway heat injury/Shock check; speech difficult/2 dmg, reduce by 2/4/1–2 months

 

8/Severe neck burn/Movement and head turning painful; On Fire possible/3 dmg, reduce by 2/4/Months

 

9/Deep airway / tissue burn/Collapse check from airway distress/3 dmg, reduce by 3/5/Permanent likely

 

10/Catastrophic throat burn/Immediate collapse likely/4 dmg, reduce by 3/5/Permanent / fatal likely

 

11/Massive neck immolation/Dying without aid/4 dmg, reduce by 3/5/Fatal likely

 

12/Total neck burning destruction/Immediate death risk/5 dmg, reduce by 3/5/Fatal

Back

d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time

 

1/Hot splash / singe/Pain, flinch/0 dmg, reduce by 1/1/1–4 hours

 

2/Minor back burn/Movement uncomfortable briefly/0–1 dmg, reduce by 1/1/4–8 hours

 

3/Surface burn/–1 climbing/swimming briefly/1 dmg, reduce by 1/1/1 day

 

4/Patch burn across back/Movement –5 for encounter/1 dmg, reduce by 1/2/2–4 days

 

5/Deep shoulder/back burn/–1 attacks using torso rotation/1 dmg, reduce by 2/2/1–2 weeks

 

6/Cloak or pack catches/On Fire possible; gear ignition/2 dmg, reduce by 2/3/2–4 weeks

 

7/Severe upper-back burn/Cannot sprint; morale –1/2 dmg, reduce by 2/3/1–2 months

 

8/Deep back burn/Shock check; climbing and swimming at disadvantage/3 dmg, reduce by 2/4/Months

 

9/Armor/padding smoldering into back/Immediate extinguish action needed/3 dmg, reduce by 3/4/Months

 

10/Massive back burn/Collapse likely; severe scarring/4 dmg, reduce by 3/5/Permanent likely

 

11/Catastrophic upper-body burn/Dying without aid/4 dmg, reduce by 3/5/Permanent / fatal likely

 

12/Total back immolation/Immediate death risk/5 dmg, reduce by 3/5/Fatal likely

Torso

d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time

 

1/Heat blast to torso/Winded briefly; morale –1/0 dmg, reduce by 1/1/1–4 hours

 

2/Minor chest/abdomen burn/Stamina –1 briefly/0–1 dmg, reduce by 1/1/4–8 hours

 

3/Surface torso burn/Pain on twisting/bending/1 dmg, reduce by 1/1/1 day

 

4/Patch burn to chest or gut/–1 attacks from pain/1 dmg, reduce by 1/2/2–4 days


5/Deep torso burn/Stamina saves –1; clothing may ignite/1 dmg, reduce by 2/2/1–2 weeks

 

6/Chest/abdomen burning/On Fire possible; cannot Exert next turn/2 dmg, reduce by 2/3/2–4 weeks

 

7/Severe torso burn/Shock check; morale –2/2 dmg, reduce by 2/4/1–2 months

 

8/Deep chest or abdominal burn/Stamina at disadvantage; ongoing pain/3 dmg, reduce by 2/4/Months

 

9/Armor heat-trap / burning oil on torso/Immediate extinguish action needed/3 dmg, reduce by 3/5/Months

 

10/Massive torso burn/Collapse likely; cannot Exert/4 dmg, reduce by 3/5/Permanent likely

 

11/Catastrophic chest/abdomen burning/Dying without aid/4 dmg, reduce by 3/5/Permanent / fatal likely

 

12/Full torso immolation/Immediate death risk/5 dmg, reduce by 3/5/Fatal likely

Legs

d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time

 

1/Singed leg/Movement –5 briefly/0 dmg, reduce by 1/1/1–4 hours

 

2/Minor calf/thigh burn/No sprint this round/0–1 dmg, reduce by 1/1/4–8 hours

 

3/Surface burn/Painful movement/1 dmg, reduce by 1/1/1 day

 

4/Patch burn/Movement –5 for encounter/1 dmg, reduce by 1/2/2–4 days

 

5/Deeper burn/Climbing/sprinting at disadvantage/1 dmg, reduce by 2/2/1–2 weeks

 

6/Burning trousers / grease/On Fire possible; cannot dash next turn/2 dmg, reduce by 2/3/2–4 weeks

 

7/Severe leg burn/Shock check; movement halved/2 dmg, reduce by 2/4/1–2 months

 

8/Deep tissue burn/Cannot charge; fall prone on failed Stamina if running/3 dmg, reduce by 2/4/Months

 

9/Armor/greaves heating badly/Immediate extinguish/cool action needed/3 dmg, reduce by 3/5/Months

 

10/Massive leg burn/Leg function badly impaired/4 dmg, reduce by 3/5/Permanent likely

 

11/Catastrophic lower-leg burning/Collapse likely/4 dmg, reduce by 3/5/Permanent likely

 

12/Total leg immolation/Limb destroyed / fatal shock risk/5 dmg, reduce by 3/5/Permanent / fatal

Arms

d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time

 

1/Singed forearm/–1 next attack briefly/0 dmg, reduce by 1/1/1–4 hours

 

2/Minor arm burn/Grip weak from pain/0–1 dmg, reduce by 1/1/4–8 hours

 

3/Surface burn/Painful use of arm/1 dmg, reduce by 1/1/1 day

 

4/Patch burn/–1 attacks with that arm/1 dmg, reduce by 1/2/2–4 days

 

5/Deeper burn/No heavy strikes with that arm/1 dmg, reduce by 2/2/1–2 weeks

 

6/Burning sleeve / bracer/On Fire possible; drop item on failed Stamina/2 dmg, reduce by 2/3/2–4 weeks

 

7/Severe arm burn/Shock check; –2 attacks with that arm/2 dmg, reduce by 2/4/1–2 months

 

8/Deep arm burn/Hand/arm use badly impaired/3 dmg, reduce by 2/4/Months

 

9/Heated armor/bracer trapping heat/Immediate remove/cool action needed/3 dmg, reduce by 3/5/Months

 

10/Massive arm burn/Arm unusable/4 dmg, reduce by 3/5/Permanent likely


11/Catastrophic arm immolation/Collapse likely/4 dmg, reduce by 3/5/Permanent likely

 

12/Total arm burning destruction/Limb destroyed/5 dmg, reduce by 3/5/Permanent

Hands

d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time

 

1/Finger singe/–1 fine manipulation briefly/0 dmg, reduce by 1/1/1–4 hours


2/Palm singe/Grip weakened briefly/0–1 dmg, reduce by 1/1/4–8 hours 


3/Surface burn to hand/Painful handling/1 dmg, reduce by 1/1/1 day

 

4/Patch hand burn/Drop item unless Stamina succeeds/1 dmg, reduce by 1/2/2–4 days

 

5/Deeper hand burn/Fine manipulation at disadvantage/1 dmg, reduce by 2/2/1–2 weeks

 

6/Burning glove / gauntlet heat/Immediate item drop possible/2 dmg, reduce by 2/3/2–4 weeks

 

7/Severe hand burn/Grip badly impaired/2 dmg, reduce by 2/4/1–2 months

 

8/Deep hand burn/Hand largely unusable/3 dmg, reduce by 2/4/Months

 

9/Heated gauntlet trapping burn/Immediate remove/cool action needed/3 dmg, reduce by 3/5/Months

 

10/Massive hand burn/Hand unusable/4 dmg, reduce by 3/5/Permanent likely

 

11/Catastrophic hand immolation/Permanent function loss likely/4 dmg, reduce by 3/5/Permanent likely

 

12/Total hand burning destruction/Hand destroyed/5 dmg, reduce by 3/5/Permanent

Feet

d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time

 

1/Sole singe/Movement –5 briefly/0 dmg, reduce by 1/1/1–4 hours

 

2/Minor foot burn/No sprint this round/0–1 dmg, reduce by 1/1/4–8 hours

 

3/Surface foot burn/Painful stepping/1 dmg, reduce by 1/1/1 day

 

4/Patch burn/Movement –5 for encounter/1 dmg, reduce by 1/2/2–4 days

 

5/Deeper foot burn/Tumbling/climbing at disadvantage/1 dmg, reduce by 2/2/1–2 weeks

 

6/Burning boot / greave heat/Cannot dash next turn/2 dmg, reduce by 2/3/2–4 weeks

 

7/Severe foot burn/Movement halved/2 dmg, reduce by 2/4/1–2 months

 

8/Deep foot burn/Fall prone on failed Stamina while running/3 dmg, reduce by 2/4/Months

 

9/Heated boot trapping burn/Immediate remove/cool action needed/3 dmg, reduce by 3/5/Months

 

10/Massive foot burn/Foot function badly impaired/4 dmg, reduce by 3/5/Permanent likely

 

11/Catastrophic foot immolation/Collapse likely/4 dmg, reduce by 3/5/Permanent likely

 

12/Total foot burning destruction/Foot destroyed/5 dmg, reduce by 3/5/Permanent

Wings

d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time

 

1/Membrane singe/Flight awkward briefly/0 dmg, reduce by 1/1/1–4 hours

 

2/Minor edge burn/–1 aerial maneuver briefly/0–1 dmg, reduce by 1/1/4–8 hours

 

3/Surface wing burn/Cannot sharply bank/1 dmg, reduce by 1/1/1 day


4/Patch burn/Flight speed –5/1 dmg, reduce by 1/2/2–4 days

 

5/Deeper membrane burn/Sustained flight difficult/1 dmg, reduce by 2/2/1–2 weeks

 

6/Burning feathers / membrane/On Fire possible; forced landing likely/2 dmg, reduce by 2/3/2–4 weeks

 

7/Severe wing burn/Flight maneuvering at disadvantage/2 dmg, reduce by 2/4/1–2 months

 

8/Deep wing burn/Flight impossible until treated/3 dmg, reduce by 2/4/Months

 

9/Armor/harness heat trap/Immediate extinguish/cool action needed/3 dmg, reduce by 3/5/Months

 

10/Massive wing burn/Wing unusable/4 dmg, reduce by 3/5/Permanent likely

 

11/Catastrophic wing immolation/Collapse/fall likely if airborne/4 dmg, reduce by 3/5/Permanent likely

 

12/Total wing burning destruction/Wing destroyed/5 dmg, reduce by 3/5/Permanent

Tail

d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time


1/Tail singe/–1 balance briefly/0 dmg, reduce by 1/1/1–4 hours

 

2/Minor tail burn/No tail attack next turn/0–1 dmg, reduce by 1/1/4–8 hours

 

3/Surface tail burn/Balance/tumbling –1 briefly/1 dmg, reduce by 1/1/1 day

 

4/Patch burn/Tail attacks weakened/1 dmg, reduce by 1/2/2–4 days

 

5/Deeper burn/Tail attacks / balance at disadvantage/1 dmg, reduce by 2/2/1–2 weeks

 

6/Tail catches fire/On Fire possible/2 dmg, reduce by 2/3/2–4 weeks

 

7/Severe tail burn/Tail use badly impaired/2 dmg, reduce by 2/4/1–2 months

 

8/Deep tail burn/Prone risk on failed tumbling/3 dmg, reduce by 2/4/Months

 

9/Armor/harness heat trap/Immediate extinguish/cool action needed/3 dmg, reduce by 3/5/Months

 

10/Massive tail burn/Tail unusable/4 dmg, reduce by 3/5/Permanent likely

 

11/Catastrophic tail immolation/Permanent balance loss likely/4 dmg, reduce by 3/5/Permanent likely

 

12/Total tail burning destruction/Tail destroyed/5 dmg, reduce by 3/5/Permanent

Groin

d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time

 

1/Heat flare to groin/Resolve save or recoil/0 dmg, reduce by 1/1/1–4 hours

 

2/Minor burn/Movement awkward briefly/0–1 dmg, reduce by 1/1/4–8 hours

 

3/Surface burn/Morale –1 for encounter/1 dmg, reduce by 1/1/1 day

 

4/Patch burn/Movement –5 briefly/1 dmg, reduce by 1/2/2–4 days

 

5/Deeper burn/Cannot Exert next turn/1 dmg, reduce by 2/2/1–2 weeks

 

6/Severe soft-tissue burn/Resolve at disadvantage briefly/2 dmg, reduce by 2/3/2–4 weeks

 

7/Deep burn/Shock check; movement halved/2 dmg, reduce by 2/4/1–2 months

 

8/Burning clothing / oil/On Fire; immediate extinguish action needed/3 dmg, reduce by 2/4/Months

 

9/Massive groin burn/Collapse likely; severe pain/3 dmg, reduce by 3/5/Permanent likely

 

10/Catastrophic soft-tissue burn/Immediate collapse likely/4 dmg, reduce by 3/5/Permanent likely

 

11/Massive lower-body burn/Dying without aid/4 dmg, reduce by 3/5/Permanent / fatal likely

 

12/Total groin/pelvic immolation/Immediate death risk/5 dmg, reduce by 3/5/Fatal likely

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