Heat or Fire Damage

Heat damage (from fire) has a wide range. A minor candle flame can range from 1000 degrees F to 1400, while the coolest part of a bonfire can be as low as 800 degrees F. A safety flame in a laboratory is about 300 degrees F. A household match is about 600-800. But the size of the candle flame limits its ability to harm the character unless it spreads.

Damage is based on temperature, size, and length of exposure time.

Temperature: base damage starts at 200 degrees for a 1 damage rating. It goes up by 1 point per 100 degrees after that.

Size: ranges from candle or matchstick to massive conflagration to atomic explosions. Non-flame heat sources also take size into consideration. A pinpoint of heat would be -12. Some examples include the following:
Flame Modifier
Candle or matchstick -6
Torch -3
Kitchen pan grease fire -1
Fireplace 0
Large campfire +3
Bonfire +6
Burning room +9
Housefire +12
Exposure time: the longer you are in the heat, the more damage it causes. The damage rating goes up 1 point per hour for temperatures under 100 degrees, 1 point per 10 minutes above 200, 1 point per 1 minute above 300, 1 point per 30 seconds above 600, 1 point per 10 seconds above 1000, 1 point per 3 seconds above 2000.

Other factors may be considered as per the GM’s discretion.

Hot Water Damage

Hot water has a prolonged effect due to exposure time. It acts in part as a clinging heat source.
Temperature Time til damage Damage 2nd degree burn (temporary damage) 3rd degree burn (permanent damage)
113 2 hours 6/11/16/21 Special failure Critical failure
117 20 minutes 6/11/16/21 Special failure Critical failure
118 15 minutes 6/11/16/21 Special failure Critical failure
120 8 minutes 7/12/17/22 Special failure Critical failure
124 2 minutes 7/12/17/22 Special failure Critical failure
131 6 rounds 8/13/18/23 Special failure Critical failure
140 1 round 9/14/19/24 Normal failure Exceptional failure
Every degree above 140 (Fahrenheit) causes damage in 1 round. For every 5 degrees above, the damage rating goes up by 1. After 200 degrees, second degree burns happen on ties and 3rd degree on special failures.

Molten Damage

Lava (or magma) is about 1,470 to 2,190°F on average. As a heat source, a small mote of it would have a damage rating of about 13 to 20, depending on the temp. Usually, it is not a small mote. Size and exposure time works the same as heat/fire damage. Lava is semi-solid. Most would not sink into it, but instead lie atop it and be cooked alive. If somehow you end up underneath it, it combines heat damage and suffocation damage.
MaterialSorted ascending Molten temperature
Copper 1985
Gold 1065-1960
Lava/magma 1470-2190
Lead 625
Salt 1475
Sand 3130
Silver 1765
Steel or iron alloys 2200-2500
Sugar 295

Steam

Plasma Damage

Napalm and Clinging Heat

Chemical Burns

Chemical burns are burns caused by acids, alkylants, bases, certain gases, reducing agents, solvents, certain biological sources, oxidizers, and chemical weapons. They do not require a heat source and instead cause burns via chemical reactions with the body. They can be rapid or slow, might be initially painless or extremely painful, and can cause issues deep into the body from surface contact.

Like poisons, they can build in power over time, based on success rates. A light contact may do little to a person, but repeated contact without cleaning between or untreated weak contact might build up its power. What chemicals do this vary, but those that do will have a score in slow damage that grows in strength as long as an exceptional success or better isn’t rolled (for STR) in resistance to it.

Stronger chemicals cause burning damage immediately. The victim rolls STR vs. the power of the acid. If the chemical has hit a vital area, it may be fatal, but chemicals that hit non-vital areas may not kill. Instead, on exceptionals and criticals, it will make a body part unusable. The amount of exposure and amount of chemical used also affects the damage rating. The more exposure and the more used brings the damage rating up. See Inventory pages for various chemicals’ ratings.
Body part Exceptional damage Critical damage
Finger/toe Lost finger/toe Multiple lost fingers/toes
Tooth Severe tooth damage Multiple lost teeth
Tongue/lips Lost taste/tongue damage/lip damage Lost lips and tongue
Hand/foot PRO penalties/ATH penalties Lost hand or foot
Leg/arm ATH penalties/PRO penalties Permanent damage to arm/leg
Knee/elbow ATH/PRO penalties Permanent loss of joint use
Nose Loss of smell Permanent loss of nose
Ear Loss of hearing Permanent loss of ear
Eye Loss of sight Permanent loss of eye
Hair Hair loss Permanent scarring and hair loss
Midsection/rear Intense pain and discomfort Permanent discomfort
Genitalia Intense pain, discomfort, and damage to genitalia Loss of genitalia
Back Extreme pain and discomfort Permanent back damage
Abdomen/belly Extreme pain and discomfort Permanent belly damage and possible organ damage
Chest Extreme pain and discomfort Permanent chest damage and possible rib or organ damage
Shoulder PRO penalties Permanent loss of joint use
Neck Possible death Blood loss and death
Face Permanent disfigurement, possible nose, mouth, and eye damage Permanent disfigurement, nose, mouth, or eye damage
Head Possible death Definite death
Topic revision: r1 - 24 May 2026, SallyJaneBlack
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