A burning character is wreathed in fire -- struck by plasma, soaked in
incendiary pyre-gel, or caught in a molotov's bloom. At the start of each of
their turns they take the source's fire damage (typically 1d6, set by what is
burning on them). The flames can be put out with a full-round Stop-Drop-Roll
(a Reflex save DC 15 ends them, or they persist), with an adjacent ally's
standard action (a fire extinguisher or smothering Medicine check), or by
total immersion in water or hard Vacuum. Fire-resistant armour or treatments
halve the ongoing damage, and fully fireproof gear negates the burn outright.
Onset is resisted with a Reflex save against the source's DC.
Rules Reference
Field
Value
Duration / Default Formula
until extinguished; ticks at start of each of the sufferer's turns