====== Fire ====== Even giants impervious to the puny weapons of sword-slingers are often afraid of flame and fire. Roll the damage [[tables:fire-damage|listed below]] when a character is first burned and at the beginning of each round until he is free of the flame. Only sealed, fireproof armor adds to a character's [[traits:toughness|Toughness]] when resisting the effects of fire. [[tables:fire-damage|Fire Damage Table]] **Spreading**: Anytime something flammable is hit by fire, roll 1d6. On a 6, the target catches fire. Very flammable targets, such as a scarecrow, catch fire on a 4-6. Volatile targets, such as a person soaked in gasoline, catch fire on anything but a 1. Each round after a victim catches fire (at the beginning of his action), roll as if checking to see if the victim catches fire again. If he does, the fire grows in intensity and does the damage listed above each round. **Smoke Inhalation**: Fires in confined areas produce deadly smoke. Every round a character is in such an environment, he must make a [[attributes:vigor|Vigor]] roll. A wet cloth over the face adds +2 to the roll, and a gas mask negates the need for the roll entirely. If the roll is failed, the character gains a [[rules:fatigue|Fatigue]] level. //Savage Worlds Deluxe Edition p. 101//