Fire / Incendiary

Minor fire deals 1d6 on contact (Reflex DC 12 negates); remaining in its square deals damage again each round without a save.

A minor fire is a sparking console, burning fuel puddle or small electrical fire. Contact deals 1d6 fire damage; a Reflex save DC 12 negates the initial damage. Remaining in the burning square deals the damage again each round without a save. Leaving the square ends that contact. Fire-resistant gear grants +4 resistance to the initial save. The greater-fire tiers describe wider exposure.

Rules Reference

FieldValue
Duration / Default Formulauntil extinguished or exited; ticks each round
Duration / Typepersistent
Onset / Triggerentry
Onset / Typeimmediate
Prevented ByFire-resistant gear, Fire suppressant
Save / Dc12 (minor), 18 (major), 20 (legacy inferno)
Save / Interval1 round
Save / TypeReflex
Stackingextend
Categoryhazard

Effect

description: Minor hazard deals 1d6 fire damage per round.

FieldValue
descriptionMinor hazard deals 1d6 fire damage per round.
modifier-1d6
targethp

description: Major fire deals 3d6 each round; Reflex DC 18 halves damage. Smoke imposes concealment and a separate Fortitude save against coughing.

FieldValue
modifier-3d6
targethp

description: Major fire deals 3d6 each round; Reflex DC 18 halves damage. Smoke imposes concealment and a separate Fortitude save against coughing.

description: Inferno hazard deals 2d6 fire damage per round.

FieldValue
descriptionInferno hazard deals 2d6 fire damage per round.
modifier-2d6
targethp

Mitigation

description: Fire-resistant gear grants +4 resistance.

FieldValue
descriptionFire-resistant gear grants +4 resistance.

description: Engineering check (DC 15) to extinguish the fire.

FieldValue
descriptionEngineering check (DC 15) to extinguish the fire.

description: Vent oxygen or use a fire suppressant.

FieldValue
descriptionVent oxygen or use a fire suppressant.

Severity Tiers

contactOnly: True

FieldValue
contactOnlytrue
dc12
effect1d6 fire damage on contact; initial Reflex save negates, then standing contact takes damage each round without a save
fireKindminor
noSaveOnRepeattrue
tierminor

dc: 18

FieldValue
dc18
fireKindmajor
halfDamageOnSavetrue
onset.triggerentry
saveInterval1 round
smoke.coughDC15
smoke.darkAfterRounds3
smoke.darkMissChance50
smoke.dimAfterRounds1
smoke.dimMissChance20
tiermajor

effect: 3d6 fire damage per round, Reflex for half; smoke dims the compartment after one round and obscures it after three; unmasked breathers save Fortitude DC 15 each round or lose their movement and standard action

effects[0]: modifier=-3d6; target=hp

dc: 20

FieldValue
dc20
effect2d6 fire damage per round
tierinferno