Fire, explosions and acids
We write fire, explosions and acid as:
Explosion notation
Strength x efficiency // range in meters*
Speed (reflexes)
If you react quickly, you can defend against the explosion with improved defense and jump into cover (lie down on the ground). For that you must either have a speed 5 higher than whoever caused the explosion (e.g. by a spell), or succeed in a roll Rfx + 2d6 / 15 (if the explosion happens unexpectedly, e.g. outside combat).
Hit
The hit of an explosion is determined only once for everyone affected (one 2d6 roll made by the GM).
hit = explosion strength + 2d6
Modifiers for:
size
position
exceeding the range
Range*
Within the given radius the explosion acts fully. At a greater distance it is weaker; count only half the hit. From double the range on, the explosion has no effect.
Defense
The basis of defense against an explosion is armor; no fighting skill will help you. A shield, on the other hand, can help if you take cover behind it (the explosion comes from the front).
Some feats can also help you, by teaching you to take cover from explosions better.
Defense against an explosion
AC : 2 if you have full armor
AC : 4 if you have partial armor
full AC if you have magical armor against fire or a protective spell increasing AC
Bonuses
some feats
standard shield defense
maneuvers, e.g. improved defense
Maneuvers
As part of a reflex defense you can drop to the ground or into cover. This reduces the hit of the explosion by position and cover.
Direct hit, close explosion
On a direct hit (for example with an explosive arrow) count your defense as 0 (you cannot react).
Explosion efficiency
Multiply the difference between WA and WD by the efficiency.
Damage
damage = WA - WD
x efficiency *
* If the range is exceeded, the efficiency is halved. Beyond double the range the fire has no effect.
Glenfir defends; he has AC 8 (with helmet), so he counts half, which is 4. He adds his roll (2), 6 in total.
The difference is 8, the efficiency is 1, so the damage is 8 HP.
Examples of explosions
10 x1 // 2 m
A typical weak explosion mostly just injures and is dangerous at close range (2 m).
15 x2 // 3 m
A dangerous explosion that kills; only an experienced or protected character survives its consequences.
20 x3 // 5 m
A strong explosion that kills practically anyone.
Damage to armor and weapons
Explosions, fire and acid can badly damage your gear, even if you manage to defend. The effect description may state a damage roll; in general the strength of the damage (against quality) is as follows:
| Strength (WAx Str) | Base |
|---|---|
| weak (up to 15) | 0 |
| medium (up to 30) | 3 |
| strong (up to 60) | 6 |
| terrible (up to 90) | 9 |
| extreme (more) | 12 |
Armor or shields suffer the most; damage to weapons is usually not checked (but it is for acid). The decision whether to check damage is up to the GM.
Glenfir would have only 6 for defense (5 less for reflexes).
The resulting difference would be 11 HP, which would certainly put Glenfir out of action.
Several explosives at once
If you use a stronger charge, you increase the strength of the explosion by the quantity x efficiency. The range of the explosion also grows: with a 10-fold quantity it will be 2x larger, with a 100-fold quantity 3x larger.