Fire (Action Powers Form)
|Heroic Action Role-Play|
Fire is the the element of energy and change; it fuels the processes of the world. Science does not acknowledge fire as en element at all, but sees it as a process. Fire powers are often destructive, manifesting as searing goats of flame, raging elementals, or anger. But it has a peaceful side as well in the application of intelligence, crafts and industry.
- Alternate Names: Combustion, Energy, Flame, Heat, Plasma.
- Creature : Fire Elementals
- Skill : Shoot
- Attribute : Mind
- Sense : Heat Sense
- Mood : Aggressive, Industrious
- Blast: Fire
You can light and snuff out candles and small flames. You can create a free-floating flame, which will provide heat and light. This flame can float up to Mind meters away from you and be used as a match to light combustible materials. You can alter the color of flames and cause them to shine bright or dim.
Charm Fire Elementals
You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.
Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies.
Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are openly callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.
Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. You leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.
This power only works on Fire Elementals.
You make creatures rage and attack their allies. Make an opposed Charm check against all creatures you select in a diameter equal to your Mind. Those you succeed against will spend their next action attacking the nearest ally with their normal mode of attack. Those against whom you get an outcome matching their Mind spend this and the next round attacking allies. If no allies are present, the creature acts normally.
You inspire others to be aggressive, intense, and focused. Whenever someone in the vicinity fails an action based on these virtues, you can take a trigger action to give him an immediate Confident reroll. This applies to most uses of the Shoot skill, and to other skills and rolls as determined my the GM.
Fire is one of the primal fears, and has great applications in interrogation and intimidation. One of the more common uses is in the effect known as Flame of Truth. An open flame is placed in the subjects open hand. The difficulty is the the targets Charm. As long as he continues to say what you want him to say, the flames do not hurt him, but if he hesitates or lies, the flames flare up. If you want the truth, you get the truth. If you want toadying and half truths, or verification of what you already think, that is what you get. If you fail the roll, he will speak according to his own heart – and you cannot tell that he is deceiving you.
Flash of Intellect
You give yourself or another creature you touch a bonus of +3 to Mind for the rest of the scene.
You can analyze the properties of any fire within range, even if it is inside a container or otherwise separated from you. Fire includes any combustion or energy releasing chemical or nuclear reaction, including the digestion of food in living creatures. You learn what is burning, how hot it is, what damage it can do, what type and how much fuel it uses and how long the fuel will last and any other mundane detail you can come up with about fire. You also learn whether it has been affected by any powers recently.
All your attacks can cause nasty continuing burns. An attack that already has this ability does not further improve. Burn attacks gain the following quality: "This attack can cause nasty, lasting burns to any target that takes damage. Unless the target takes a basic action to put out the burns, it will take one additional hit at the end of the round. A friend can help stop the damage, but this requires a First Aid stunt with a difficulty equal to the damage rating of the attack that caused Burn. A creature can only have one burn effect active at a time, even if damaged by several different types of attacks that each cause burn.".
Craft of the Firebringer
Basic Action or Limit Break
Fire is the craftsman's element and the firebringer is the spirit of craftsmanship.
You can craft or repair personal gear out of normal raw materials. In this way, you can create basic clothing, tools, arms, and armor of no more than Combustion sophistication. If you use a basic action and shoddy or substitute materials the item will still perform as normal, but the duration is minutes equal to the Action Result, after which the material will burn up. If you use a Limit Break to create items, they are permanent, but may wear out very fast if you used makeshift raw materials.
The difficulty is the Toughness of the item; weapons and armor are made for a specific creature and have a difficulty equal to they damage or toughness they grant. Halve the difficulty for a repair.
This is also useful for breaking and damaging objects. You can do Demolish stunts against such objects as a basic action.
You can tame fire, causing it to go out, move, change color or form, burn only certain substances, change the intensity (increase damage by 3 and multiply fuel consumption by four, or reduce damage and divide consumption) and so on.
The difficulty is either the diameter of the fire (in meters), the damage value, or the Dodge of whoever is using it (whichever is higher). If you score an Outcome equal to the damage value of the fire, it cannot be re-lit for the rest of the scene; this can prevent an opponent's use of a fire power.
Create a cloud of smoke with a diameter equal to your Create roll in meters. Within this area, you can shape the smokescreen as you like. The change is instantaneous and normally lasts for one scene; drafts and wind can disperse the cloud in a round.
The smoke is opaque but not transparent; it is possible to see what is near you, but perception rolls and ranged attacks suffer a penalty of -1 per meter of distance and it provides cover to Sneak. At a distance greater than an observers Mind in meters, even obvious things become hidden. There are schticks and powers that allows sight trough obscurement; these work normally in the area.
Wall of Fire
A self-sustaining mass of flames that obscures vision and damages anything passing through. It can be transparent or misty and translucent, as you desire.
The wall has a duration (in minutes) and a maximum length (in meters) equal to the Create roll. The maximum height is four meters and thickness one meter. It can curve or bend as you wish.
The wall provides Concealment (Dodge from 10 to 14 as desired) to anyone on the other side. Passing through the wall inflicts Fire Damage equal to your power skill rating; this attack always hits, but the target can substitute Dodge for Toughness to soak it as a Basic Action stunt.
Trigger Action (Focus)
You can focus when you take Fire damage. Whenever you are hit by such an attack or subject to harmful amounts of energy, you can focus. The damage need not be sufficient to cause a Hit or otherwise have an effect on you.
The damage must come from the environment or from an enemy to let you focus - attacking yourself or having a friend attack does no good. It is ok to set up a situation where you take environmental damage.
Trigger Action (Defense)
Your block with a burning shield, and anyone striking you risks being burnt.
You gain a +3 bonus to Dodge. If you are missed in Melee while using this power, the attacker takes Fire damage equal to your Mind plus his (negative) attack outcome—subtract the margin of failure to your Mind to calculate the damage. Missing by a wide margin means he never got close to your fire shield.
Trigger Action (Defense)
Your body is hard aflame, and anyone striking you risks being burnt.
Use this power as you are hit in close combat. The attacker takes Fire damage equal to your Body minus his attack outcome. If you use a Body-enhancing technique along with Flame Skin, the damage you inflict will increase. Does not work against a a weapon with range of reach or that otherwise lets the attacker keep all his vital parts out of range.
You recover one Hit and one Fortune point, up to your normal maximums. In addition, your shot counter is set to the current shot, making this action not cost any shots to perform. You cannot perform another Limit Break this round.
You can cause superficial fire effects in a wide area, such as smoke, sparks and flashes. This can be done to entertain or to distract. When used to distract, this provide provides cover to Sneak. You can also use this to scare many people at once, to send messages in giant flaming letters across the sky, create huge burning images and otherwise impress with fireworks.
Fireworks can be made small and local or very very visible, up to a hundred meters or so in daytime to ten kilometers on a clear, calm nigh.
Ring of Fire
You create a barrier of fire that binds creatures in place, making it dangerous for them to move. Make a roll of Impress vs. Dodge or Impress of each enemy in a diameter equal to your Mind. On a success, the target is surrounded by a barrier of fire. This has no effect on actions, but if the creature moves it must cross the barrier, taking Fire damage equal to your Impress plus a bonus roll. The barrier expires at the end of the scene or a prisoner can try to escape as a Basic Action with an opposed Maneuver vs. your Impress.
Summon Fire Elemental
You can seize a creature whose True Name you know through time and space and bring it into your presence. The creature must be in another dimension or juncture, and not currently summoned, imprisoned or otherwise occupied. You can summon one Henchman or a number of Minions of the same type equal to your Mind. It takes an Impress roll against the creature's Dodge or Impress to summon.
The creature immediately makes an initiative check to see when it will next act, but this cannot be earlier than the shot in which it is summoned. In future rounds, the creature has its own initiative score.
You can also use this power again on a creature (or group of unnamed creatures) you have summoned along with an Impress roll against the creature's Dodge or Impress, in order to extend your control over it until the end of the following round. During combat, you must succeed at this action each round or the creature will break free, but you can try repeatedly in each round. Out of combat, you only need to roll every 15 minutes, but any failed roll means you lose control of the creature.
You can also use this power with an Impress roll against the creature's Dodge or Impress to dismiss a summoned creature whose True Name you know, even one you did not summon yourself. Summoned creatures can also be dispelled using other dispel powers, which like all dispels becomes harder and harder as they remain in their world.
Summoned creatures can perceive your aura as you summon them, and know who you are. Their initial attitude depends on your reputation among this kind of creature and whether you have an allegiance or pact with them. In any case, it still takes a roll every hour and for each task it is ordered to do to keep the creature under control and on your plane.
You can release a summoned creature from your direct control. This means the creature can remain on your plane indefinitely, but that your control over it ends; you must bargain with it or use other powers to acquire its services. Sometimes a creature is summoned simply to cause terror or otherwise freed to act out its instincts and inclination. Such a creature can still be banished or dispelled, and someone who knows its true name can seize control of it as noted above.
This power only works on Fire Elementals.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
You can dispel any power of the Fire form or which otherwise affects fire or fire elementals.
You singe an area, removing physical and magical taint in an area with a diameter qual to your Mind in meters. Objects in the area are made clean, safe to handle, free of odor, and will not carry poison or be infected with disease. The power also removes any lingering auras in the area, making it impossible to use it as a magical link to someone or to see if any magic has been performed there. Objects in the area are no longer considered personal belongings or body parts of anyone. Objects carried or worn by creatures in the area are not affected, nor are objects in secure containers. You can focus the effect on a specific willing or helpless creature instead of an area, affecting everything worn or carried by this creature.
This power cannot remove any power effect that is currently operating. Functionality is not affected; if the creature, object, or area is supposed to be dangerous, such as a trap, it is not rendered harmless.
Trial by Fire
You need a former body part or piece of excrement from the creature to be analyzed. Make an opposed Know roll. On a success, you learn of any special vulnerabilities or resistances the creature has to different forms of attack, including such things as not being able to regenerate damage of a specific type. You find one type of resistance or vulnerability, plus one more for every 2 points of Outcome. On an Outcome matching the creature's Body you learn all its vulnerabilities and resistances.
Fire Elemental Form
You assume the form of another creature. You must build a variant form for yourself using your normal points and limits. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.
You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action).
You can learn this power several times to learn to transform into several different kinds of creatures. There is a limit on what forms you can assume if you use an ability that lets you temporarily learn new powers, such as Form Mastery or Spell preparation. Each time you temporarily gain this power, you transform into the same type of creature.
You can only assume the form on a Fire Elemental with this version of the power.
You can walk on any combustible object as if it was flat ground, causing it to ignite. You can even walk on an inverted surface or one that would not carry your weight. You can fly at normal Move so long as you remain within Maneuver meters of an open fire. You leave a trail of fire and embers as you move, making you easy to track.
You can move in air or vacuum instead of along the ground, leaving a trail of fire and smoke.
Breath of the Dragon
Make a Normal Melee Attack attack with a +3 bonus to your normal damage.
Make a strike that causes cinders to leap out and strike nearby opponents. You attack all enemies in a globe with a diameter of five meters with you at the center, causing Fire damage.
Claw of the Dragon
Trigger Action (Combo)
Add +2 to the Outcome of an already successful Melee attack or stunt you have just made.
You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are magical constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way.
This power can create spears and pole arms.
Stance (Damage Boost)
You can imbue a physical attack with +2 extra damage of a specific type, either a Melee or Shoot attack. This damage is often of another type than the attack normally does, which requires some special rules.
- Unless the target has some extra resistance to either type of damage, he takes +2 damage from the attack.
- A target resistant or immune to the ordinary damage of the weapon or to the extra damage, the weapon does its basic damage without the extra damage. The target does not get to use its resistance.
- A target resistant to both the extra damage and the weapon's normal damage suffers the +2 extra damage, but gets to apply its resistance.
- A target immune both to the elemental damage and the regular damage takes no damage at all.
Fire Touch does Fire damage.
Fuel for the Fire
Trigger Action (Focus)
Whenever you cause a Hit to an opponent using Melee, you can focus.
Soul of Fire
You discern the temperature of objects and creatures within your Mind meters. This sense extends like a sense of touch to this distance, which means you can "see" in complete darkness, as long as everything is not of a uniform temperature, something that is very rare except in undisturbed cellars, caves and other places with an isolated climate. You are blind if surrounded by heat insulating or very cold materials, such as underwater or in a snow storm.
You can sense the presence of fire at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of fire, but by concentrating on a particular type (by such factors as fuel, temperature, origin etc) you can eliminate all others.
You assume the form of a cloud of smoke. In this form, you can fly at your normal Move, and you can move through holes and small openings, though this last stunt takes time and is uncomfortable. You become Insubstantial, Incorporeal, and vulnerable to gusts of wind. You can Sneak as if you were in cover if there is any natural smoke or vapors about, as there often is at night or around where people live. You smell strongly of smoke, which makes you stand out in mist.
Burst of Speed
You can see trough any open flame. You must either know the flame is there, or focus on an area to see trough the largest flame present there. A larger flame gives you a clearer vision. Considering how ubiquitous fire is in most fantasy settings, this is quite handy, especially if used at evening gathering hours. Range is not a factor. The power lets you look through several fires with each use, letting you look around for the information you seek.
To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.
You can give someone staring into a fire you are scrying a simple vision or short message, this ends the power. If you and the target both have this power, you can use it to converse.
This is intended as a travel power useful in chase scenes and somewhat impractical for ordinary adventuring.
You take off and fly through the air with a Move equal to your Ride skill. You must continuously use this or rely on another flight power to remain airborn. If you don't, you sink towards the ground at a rate of Ride meters per shot expended on other actions.
This power uses heat and combustion to fly in a spectacular, highly visible, and somewhat haphazard manner.
Basic Action or Limit Break
You combust, only to appear moments later in a burst of flame. You teleport either to or from a fire large enough for you to stand in; a large campfire or brazier will do for a human. Roll for this as if it was a ranged attack with a difficulty determined by Cover and with normal Range modifiers. On a failed roll, you either fail to teleport or suffer a Setback, as appropriate. If performed as a limit break, you must teleport from one fire to another, but ignore range modifiers and cover - you need only imagine a location and you will arrive in the nearest suitable conflagration.
You can blast everyone in a globe with a diameter equal to your Mind in meters.
Fireball does fire damage. This attack can cause nasty, lasting burns to any target that takes damage. Unless the target takes a basic action to put out the burns, it will take one additional hit at the end of the round. A friend can help stop the damage, but this requires a First Aid stunt with a difficulty equal to the damage rating of the attack that caused Burn. A creature can only have one burn effect active at a time, even if damaged by several different types of attacks that each cause burn.
Fire Blast does fire damage. This attack can cause nasty, lasting burns to any target that takes damage. Unless the target takes a basic action to put out the burns, it will take one additional hit at the end of the round. A friend can help stop the damage, but this requires a First Aid stunt with a difficulty equal to the damage rating of the attack that caused Burn. A creature can only have one burn effect active at a time, even if damaged by several different types of attacks that each cause burn.
You create and hurl a sphere that explodes into a fiery bomb on impact, which does fire damage. You blast everyone in a globe with a diameter equal to your Body in meters. Make a separate attack roll against each target, including friends and bystanders.
You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area.
Fire Burst does fire damage. This attack can cause nasty, lasting burns to any target that takes damage. Unless the target takes a basic action to put out the burns, it will take one additional hit at the end of the round. A friend can help stop the damage, but this requires a First Aid stunt with a difficulty equal to the damage rating of the attack that caused Burn. A creature can only have one burn effect active at a time, even if damaged by several different types of attacks that each cause burn.
You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Body +2, or more if you are using an Implement to improve damage. You create and hurl a spear of fire, which does fire damage.