For the Eighth Day of Ratmas, I present to you an addition to the Combat System:
In order to temporarily light a weapon on fire, you need the following: -Matches/Flint/Firemaking station -Tar (a jar that contains a single use of flammable black tar that can be smeared on the following weapons: sword, knife, spear head, 6 arrows/throwing knives/blunt projectiles, blunt weapons, flail, axe, pole sword. It may also be smeared on whips and armored gloves (for unarmed attacks) but these objects will burn up after one use.)
A weapon can only be lit in an intro post at the beginning of a fight and may only be considered on fire until it is extinguished (see table below) to deal additional damage. Fire is a separate dice roll with the code dice=50.
Minor burn (+2 damage)
Moderate burn (+4 damage)
Severe burn (+8 damage, +Turn Delay)
Additional Rules: The Fire roll MUST be placed BELOW the weapon roll. One jar of Tar is only good for one use. Ranged weapons (e.g. flaming arrows) can be used until the wielder is out of flaming projectiles (typically 6 arrows/knives/projectiles) since they are each lit separately.
-Turn Delay is as follows: Say you get a Deep Gash on Right Calf on your first turn. That gives you a score of 8. On your next three turns, you receive a block, a Tripped, and a Bruised Right Arm, bringing your total up to 10.5. You would add an extra 1 point for the Deep Gash on Right Calf, as it would still be stinging like no other and bleeding all over the place. This would give you an 11.5 after the four hits, rather than a 10.5. This applies to all severe wounds received in a day. -Turn Delay in a nutshell: Any attack that counts for 6 or more damage will add more damage as turns pass.