ON FIRE!!!! Need some rules for torches, dwarf firethrowers, and burning oil

By Emirikol, in WFRP House Rules

All:

What kinds of suggestions do you all have for the following:

Oil dumped on a person and set on fire
Dwarf Firethrower (dwarfen flamethrower technology)
Burning building/heat effect

Thanks,

jh

Emirikol said:

All:

What kinds of suggestions do you all have for the following:

Oil dumped on a person and set on fire
Dwarf Firethrower (dwarfen flamethrower technology)
Burning building/heat effect

Thanks,

jh

I could see several different situations here, and more random.

If the character is in a burning house, I don't see fire as being a flat damage value, it should be more random. I would make the character do a Coordination check vs your set difficulty and for every fail plus bane he would take a wound, and a chaos star would cause a critical wound (a burning beam falls and slams him on the head).

If the character is completely covered in oil and fire, I would make that pretty deadly, maybe 12 wounds - soak every round.

If the character is covered in oil and the fire is going up his leg and slowly growing, I would increase the damage each round, starting at 5 and increase by 2 each round.

If someone is trying to throw oil on you before they light you on fire, and you can defend yourself, I would say they make an attack and for every success they get +2 to the damage (Up to 5) once they light you on fire.

Now hitting you with a torch could have different results as well. Combined with the line above, I would say that if they did not successfully get you with the oil they would do a flat 1 wound if they try to light you on fire, or Strength +4 if they hit you forcefully with the torch. Without the oil, it would take 3 boons to catch you on fire and it starts to spread and increase each round. WITH the oil on you, it would take 1 boon (if they really hit you good with the oil) to catch you on fire, or 2 boons if they didn't get it all over you.

Just some quick ideas

I've just used monster actions. Like fire breathing etc.

Being on fire...

Hard (4d) coordination check to put the flames out, Take 4 wounds, ignoring armour and soak, and 2 fatigue and stress, per round. Each assisting character reduces difficulty by 1.

Successes:Put fire out next round, take damage this round.

Failure:Take damage, keep burning

Boons:Less stress/fatigue

Banes:More stress/fatigue

SC:Ignore two wounds

CS:Convert wound to critical

I'm leaning towards: 5 points (ignore armor) first round and 1 second and third rounds (unless extinguished).

jh

I'd be inclined to stick in some fatigue aswell.

I'd use challenge dice. Roll an appropriate number of dice to represent the size of the fire, say 1-5. For each chalenge take 1 wound, for each bane take one fatigue for each chaos star take 1 critical wound. Roll the same number of dice each turn while burning. A character can spend a maneuver/action to reduce the size of the fire by one die, or if there's a pool of water.... Fires can get bigger too if ignored - for each chaos star rolled by the burning character the fire gets bigger - add one challenge die to future burning rolls.

-Thorvid

In case you need rules for your illumination equipment, I recently made some SE cards for Candles (poor), Torches (average), and Lanterns (superior):

A candle typically costs a single brass piece and will burn for 4 hours.
A candle provides good illumination for Engaged range, but there is a <m> penalty for actions requiring sight at Close range. Candles provide no light beyond Close.

Each torch typically costs 5 brass pieces and will last for 1 hour.
A torch provides good illumination for Engaged and Close range, but there is a <m> penalty for tasks requiring sight at Medium range. Torches provide no light beyond Medium.

A lantern typically costs 2 silver pieces. A refill of lamp oil has 1 Encumbrance and costs around 10 brass pieces. The oil will last for 6 hours.
A lantern provides good illumination for Engaged and Close ranges, but there is a <m> penalty for tasks requiring sight at Medium range. If the hood is used to shine light in a specific area, there is no penalty to Medium range in this area, but outside of this arc is very dark with a <m><m> penalty unless at Engaged range.