On a Table for Avoiding Death (Fire/Energy/Lightning/Acid)

Rules here
Fire/Energy/Lightning/Acid

Special Rules. There may be notations for Lightning, which will often cause deafness and stunning; Fire, which may cause burning; and Acid, which may continue to cause damage. These will be noted in the same format as First Aid, with the effects following the entry. Remember to apply all the effects before the separate special effects to every hit. (i.e. no matter the energy type, entry 9 gives 1d4 pain).
If you are hit by lightning in a place where you have metal armor, read the L+MA entry and apply it, even if it would normally just tear up the armor (i.e. in entry 5, if struck by lightning and wearing a metal helm, go directly to the L+MA entry and apply those effects and only those effects).
  1. (No Entry)
  2. Singed! A small burn scar is left at the location of the player's choosing.
  3. In your haste to cover your face, you let go of what you're holding. Drop anything held in your hands.
  4. The heat and noise leave you disoriented for a moment. You are Dazed for 1 round while you regain your bearing. Pain 1. Lightning: Deaf for 1d6 turns.
  5. The blast glances across your head, deflecting off. If you have a full helmet it is knocked off and destroyed. If not, your skull is encased in energy, leaving you Dazed for a round. Pain 1. Lightning: Deaf for 1d6 turns. Else if L+MA: Stunned for 1 round, Pain 4, Bleed 1, Helmet Melted, -2 Charisma, First Aid: Sickened.
  6. Your body is engulfed in the blast. Your clothing and items are singed, and may be destroyed. Anything flammable smolders and may catch fire. You are Shaken for 1 round by the experience. Make a saving throw for exposed equipment. Bleed 1.Pain 1. Fire: If any die rolled max damage, you are on fire. Acid: roll again on table next round. L+MA: Bleed 1, Pain 4, Stunned for 1d4 rounds.
  7. Hideous acrid fumes cause you to gasp and choke, clutching your throat. You are Stunned for 1 round.
  8. It feels like you've been kicked in the chest. You are knocked off your feet by the force of the blast. You are knocked prone. You are Stunned for 1d4 rounds. Pain 2. Lightning: Deaf for 1d6 turns.
  9. Clothing catches on fire! (or melts from acid). You are on fire! Pain 1d4. Fire: On fire, +1d6 Fire damage. Acid: Do 1d4 damage next round (triggering another roll on the table). Lightning: Deaf for 1d6 turns.
  10. The energy disfigures your skin, granting you a horrific scar. -2 Charisma. -8 Comeliness. Pain 1. Possible bonus to intimidating people.
  11. It burns! The pain is horrible and it drives you batty! Act as if under the influence of a Confusion spell. Pain 1d4. First Aid: Confused (1, Strip or run around naked. 2, Scream at the top of your lungs. 3, Attack nearest target. 4, Hurt/attack self.)
  12. You fling your hands up in an attempt to block the attack. They are stripped of flesh and are horribly burnt. Drop anything held in your arm. Second Degree Burns. First Aid: Arm is useless. Pain 3.
  13. Your feet are engulfed in energy, scorching your lower body. You fall prone. Second Degree Burns. First Aid: Movement Halved. Bleed 1. Pain 3.
  14. You are struck full on in the face by the blast.  If you have a full helmet it is knocked off and destroyed. If not, your eyes burn to cinders, leaving you Stunned for a round. Blind. First Aid: Sickened. Pain 2. Lightning: Deaf for 3d6 turns. Else if L+MA: Stunned for 1d4 round, Pain 4, Bleed 1, Helmet Melted, -2 Charisma, Blind. First Aid: Sickened.
  15. The hellish blast encompasses you. The agony is unreal. You suffer serious burns on all exposed skin. Second Degree Burns. First Aid: Sickened. Bleed 1. Pain 1d4. Fire: On fire, +2d6 Fire damage. Acid: Do 1d4 damage next round (triggering another roll on the table). Lightning: Stunned for 1d4 rounds, Deaf for 3d6 turns.
  16. Your hand is engulfed. 1d4 fingers are rendered useless. Anything held is must save or be destroyed by melting to the characters hand. Lost Fingers. Second Degree Burns. First Aid: Staggered. Arm is useless. Bleed 1. Pain 1. Lose 1 Dexterity for each lost finger.
  17. Your skin and face begin to melt. You fall prone. Second Degree Burns. First Aid: Sickened. Bleed 1. Pain 1d4+1. Fire: On fire, +2d6 Fire damage. Acid: Do 2d4 damage next round (triggering another roll on the table). Lightning: Stunned for 1d4 rounds, Deaf for 3d6 turns.
  18. There is a searing pain on your arm and then nothing. When you look, all that is left is a charred stump. Roll a 1d6. 1-3 Your hand is burnt to a crisp at the wrist, 4-5 your arm is burnt to a crisp at the elbow. 6 your arm is burnt to a crisp at the shoulder. You are stunned for a round. Third Degree Burns. Limb sliced off. Dexterity cut in half. First Aid: Sickened. Bleed 1d4. Pain 1d4.
  19. There is a searing pain on your leg and then nothing. You spin and fall, tearing the burnt stump. Roll a 1d6. 1-2 your leg is burnt to a crisp at the ankle, 3-4 your leg is burnt to a crisp at the knee, 5-6 your leg is burnt to a crisp at the hip. You fall prone. Third Degree Burns. Limb severed. Movement cut in half. First Aid: Sickened. Bleed 1d4. Pain 1d4
  20. The blast burns you horribly, causing second degree burns to your covered areas and more serious ones to exposed areas.Third Degree Burns. First Aid: Sickened. Bleed 2. Pain 1d4. Fire: On fire, +2d6 Fire damage. Acid: Do 2d4 damage next round (triggering another roll on the table). Lightning: Stunned for 2d4 rounds, Deaf for 6d6 turns.
  21.  The blast sears your flesh, causing second and third degree burns all over.Third Degree Burns. First Aid: Sickened. Make a Constitution check or fall unconscious each round. Bleed 2. Pain 1d4. Fire: On fire, +2d6 Fire damage. Acid: Do 2d4 damage next round (triggering another roll on the table). Lightning: Stunned for 2d4 rounds, Deaf for permanently
  22. The furnace rends your flesh with energy, causing hideous burns burns all over.Third Degree Burns. First Aid: Sickened. Make a Constitution check or die from shock each round. Bleed 2. Pain 1d4. Fire: On fire, +2d6 Fire damage. Acid: Do 2d4 damage next round (triggering another roll on the table). Lightning: Stunned for 2d4 rounds, Deaf for permanently
  23. The horrible fate. You live, but just.Third Degree Burns. All Statistics are Halved. First Aid: Sickened. Make a Constitution check or die each round. Bleed 2. Pain 1d4. Fire: On fire, +2d6 Fire damage. Acid: Do 2d4 damage next round (triggering another roll on the table). Lightning: Stunned for 2d4 rounds, Deaf permanently.  
  24. You are struck in the neck, which melts in an entertaining fashion. Fire erupts from your mouth as you fall over and die 1d4 rounds later.
  25. Your armor clothing and armor are vaporized, and your skin is roasted off. Your blackened skeleton and musculature flail about the battlefield for another 1d6 rounds before collapsing. You are dead in 1.
  26. Your torso is blasted open, knocking your head and shoulders back to the ground. You die instantly.
  27. Everything goes dark. Your allies see your head instantly vaporize.
  28. Your upper body is consumed in flames or melted. All that is left is a burnt stump on two twitching legs.
  29. The burn doesn't look that bad, but you still die of shock in 1d4 rounds. 
  30. The heat causes your body to cook itself, and you vomit up the slush that was your internal organs only moments before your consciousness fades.
  31. You catch fire (or melt) in such a way that it takes a long time to die. You scream and twitch for almost ten minutes before your body finally succumbs to the pain.
  32. You erupt in flame, staggering around for a few feet, before falling over dead.
  33. You explode, doing 1d6 damage to anyone adjacent. All allies Stunned for 1 round.
  34. You are melted to a pile of ash and sludge.
  35. Everything except your bones burn to a crisp. Your skeleton twitches before collapsing.
  36. There is a blinding flash, and nothing remains of you, except perhaps a smoking pair of boots.
  37. 36+ as 36 

Simple fire rules. When on fire, you can spend a round jumping in water or rolling around to remove 1d6 fire damage.

Any round fire damage does a 6, the fire gets worse and you add 1d6. Any round the fire damage does a 1, it gets smaller and you subtract a 1d6.

Anything exposed to normal fire makes a saving throw versus normal fire to avoid being destroyed.

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