Fire, explosions and acids | Heroes of Fantasy

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.

A goblin shaman throws Explosive Dirt 10 x1 // 2 m at Glenfir. He rolls 4 for WA, 14 in total.
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:

Damage by explosion etc.
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.

If the dirt hit Glenfir directly, the hit would be 17 (with the same rolls; 3 more).
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.

If you use a 10-fold quantity of a weaker explosive (efficiency 1), you increase its strength by 10. If you do the same with a very strong blasting compound (efficiency 3), you increase its strength by 30.


Heroes of Fantasy
CZ | EN

Contact: tomas.jotov[]seznam.cz