These fire rules were written and donated by Richard East to whom I’m very grateful.

These rules are just a series of tables which are consulted by the GM or players to check the type and duration of damage done by fire depending on circumstance.  The row along the top is the immediate damage done by the initial conflagration and down the side is the duration of the initial fire without subsidiary consequences, which it is up to the GM to determine, consulting the table again if necessary.  The damages are for within 20 feet of any exploding fire and 5 feet of any other kind of sudden conflagration.  For exploding fires, half damage to 40 feet and afterwards, characters are considered to be out of range of the initial damage.  Characters with fur suffer consequential damage straight away.  The spaces on the table are for the GM to fill in.

Fire Damage Table

 

D4

D6

2D4

2D6

3D4

2D8

3D6

3D8

3D10

1 Turn

 

 

 

 

 

 

 

 

Gun Powder

1-2 Turns

 

 

 

 

 

 

 

Flour Dust

 

2 Turns

 

 

 

 

 

 

Spirits

 

 

2-3 Turns

 

 

 

 

 

Tinder

 

 

 

3 Turns

 

 

 

 

Lantern Oil

 

 

 

 

3-4 Turns

 

 

 

Silk

 

 

 

 

 

4 Turns

 

 

Sacking

 

 

 

 

 

 

4-5 Turns

 

Wood

 

 

 

 

 

 

 

5 Turns

Raw Tar

 

 

 

 

 

 

 

 

5-6 Turns

 

 

 

 

 

 

 

 

 

6 Turns

 

 

 

 

 

 

 

 

 

 

The second table is the personal damage table.  This table is damage that occurs when a person, or their clothing is on fire.  The damage from each column is applied consecutively.

Turn

1

2

3

4

5

6

7

Damage

0

D4

D6

D8

D10

D12

D20

The third table is the “protection” provided by armour clothes etc. by type. The Damage is an add to the personal damage per turn, cumulative.  The Protection is the extra armour provided for explosive fire.

Armour

Cloth

Wool

Leather

Wood

Chain

Plate

Damage

+1

-2

-1

-2

0

-1

Protection

0

0

0

+1

+1

+2

The fourth table is the “Difficulty to put out” table.  For every turn a character can make a Fire-fighting roll.  This is generally Dex + 1 (unless they have the Development).  The table lists the penalties applied to this roll should the fire have caught.  It is assumed that the fire is inextinguishable if it has caught beyond turn 6 without professional equipment.

Turn

1

2

3

4

5

6

Difficulty

0

-1

-1

-2

-4

-6