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Special Damage

Fire

Characters take Damage each Round if exposed to fire. If you are exposed to the same fire source for two or more consecutive Rounds (or if you are hit with a Flame weapon as detailed in Weapon Traits, you must make an Agility Test each Round or catch on fire. Once you are blazing, you lose 1d10 Wounds (with no reduction for armour) and take 1 level of Fatigue each Round until the fire is extinguished. All Damage from fire is counted as Energy Damage for the purpose of Critical Damage, and applied to the body. When on fire, a character must make a Willpower Test to act normally, otherwise they may only run around and scream (count as a Full Action).
Once a character is on fire, he may try and put himself out by taking a Full Action and making a Hard (-20) Agility Test, i.e. stop, drop and roll. The GM may make this Test easier or harder depending on such factors as allies helping to beat out the flames, leaping into water or loose sand, high winds etc.  

Falling

Characters can fall off things for all manner of reasons, though the results are usually the same. To work out Damage from falling, find the distance fallen and consult the Falling Damage Table to work out the Damage the character suffers. Roll on the Hit Location Table to see which part of his body hits the ground first. Armour offers no protection against falls. Damage from falling is counted as Impact Damage for the purpose of Critical Damage.  
Falling Damage
Distance Fallen Damage
3 metres 1d10+3
6 metres 1d10+5
9 metres 1d10+7
12 metres 1d10+9
15 metres 1d10+11
18 metres 1d10+13
21 metres 1d10+15
24 metres 1d10+17
25+ metres 1d10+20

Suffocation

There are many ways to suffocate. Drowning is the most common, but the inhalation of smoke and certain gases also does the trick. The rate of suffocation depends on your activity level. If you are actively trying to conserve oxygen, you may hold your breath for a number of minutes equal to your Toughness Bonus. Test Toughness each minute. A failure indicates that you take 1 level of Fatigue. If you do not gain a fresh source of oxygen at the end of this period, regardless of your Fatigue level you immediately fall unconscious and start to expire. From this point onwards, at the end of each Round, you take 1d10 Damage until you experience death once you reach 0 Wounds. Armour or Toughness Bonus’ do not reduce the Damage incurred.
If you are engaged in strenuous activity (combat, swimming and the like) you may hold your breath for a number of Rounds equal to twice your Toughness Bonus. After this period, you lose 1 Wound and gain a level of Fatigue at the end of each Round. Should you fall unconscious due to Fatigue, you take 1d10 Damage at the end of each Round until death. Armour or Toughness Bonus do not reduce the Damage incurred.  

Vacuum

There is nothing good about being exposed to vacuum. There are two ways this unfortunate event could occur: a character can be suddenly thrust into an airless, pressureless environment (such as being expelled from an airlock), or they can be slowly affected (such as being trapped on a star ship as its atmosphere is vented into space).
If suddenly exposed to vacuum, you may survive unharmed for a number of Rounds equal to your Toughness Bonus. Unless you have an oxygen source, you will also begin to suffer from the effects of suffocation. At the end of each Round after this, you suffer 1d10+3 Explosive Damage from depressurisation. If you are in the vacuum of space, at the end of each Round make a Toughness Test. A failure indicates that you suffer 1d10 Energy Damage from the extreme cold. In both cases, any armour worn does not reduce the Damage incurred.
If you die in space, it takes five Rounds for your corpse to freeze. If your corpse suffers any Damage whilst frozen, it shatters into thousands of blood-red ice shards. There is precious little, except perhaps a Daemonic pact, which can bring you back from such a fate.
If you are trapped in a gradually worsening atmosphere, you may survive unharmed for a number of Rounds equal to twice your Toughness Bonus. At the end of this time, you will begin to experience suffocation. You will also begin to feel the effects of depressurisation. From this point onwards, at the end of each Round you must make a Toughness Test with a cumulative –10 penalty. Success indicates that you take 1d5 Explosive Damage but are otherwise unaffected. Failure means that you suffer 1d10 Explosive Damage. In both cases armour will not reduce the Damage incurred.

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