Difference between revisions of "Fire Powers (FiD)"

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{{FiD}}
 
{{FiD}}
 
{{FiD-Powers}}
 
{{FiD-Powers}}
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{{tocright}}
 
Fire is an element of transformation, it can destroy but also transform and forge other elements.
 
Fire is an element of transformation, it can destroy but also transform and forge other elements.
  
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=== Fire Power Effects ===
 
=== Fire Power Effects ===
 
{| class="wikitable"  
 
{| class="wikitable"  
|align="center" | '''Action'''  
+
|valign=bottom | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br> 4 Stress
+
|align="center" valign=bottom | '''Basic'''     
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
+
|align="center" valign=bottom | '''Advanced'''  
|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 6 Stress
+
|align="center" valign=bottom | '''Master'''   
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 7 Stress
+
|align="center" valign=bottom | '''Apex'''    
 +
|- 
 +
|valign=bottom | '''Dice '''
 +
|align="center" valign=bottom | —   
 +
|align="center" valign=bottom | Minimum 2d
 +
|align="center" valign=bottom | Minimum 4d 
 +
|align="center" valign=bottom | Minimum 6d      
 +
|-
 +
|valign=bottom | '''Stress'''
 +
|align="center" valign=bottom | Avoid fumble (2+).
 +
|align="center" valign=bottom | Succeed (4+).
 +
|align="center" valign=bottom | Full success (6).
 +
|align="center" valign=bottom | Critical (2 sixes).
 
|-
 
|-
 
|align="left" valign="top" | '''Attune'''  
 
|align="left" valign="top" | '''Attune'''  
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== Expanded Fire Powers ==
 
== Expanded Fire Powers ==
 +
Fire effects are often dramatic and capable of shaping a scene, not only through what they do, but through their Consequences.
 +
 +
Position depends on the situation. 
 +
A quiet workspace is a '''Controlled''' Position. 
 +
The general hustle of adventure is '''Risky'''. 
 +
Direct attacks, massive crowds, or dangerous construction are '''Desperate'''.
 +
 +
Consequences often affect the environment: bad air, smoke, spreading fire, or weakening structures. 
 +
These Consequences are frequently represented by clocks that tick quickly toward escalation, often starting new clocks as the situation worsens.
 +
 +
 
=== Attune ===
 
=== Attune ===
 
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with Fire beings and phenomena.
 
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with Fire beings and phenomena.
  
The consequences usually depends on what happens around you when you do it. Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.
+
==== Pyro Perception ====
 
+
Detect Fire creatures and Fire powers.
'''Pyro Perception'''
 
Detect fire creatures and fire powers.
 
  
This is usually done to see a Spirit or disguised creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature. Limited effect suffices against a creature you can clearly see. You need greater effect against against a creature that is hidden (standard effect) or behind a wall (great effect).
+
{{ : Include Attune Basic Detect Powers (FiD) }}
  
'''Pyro Purge'''
+
==== Pyro Purge ====
 
Dismiss a Fire creature or end a Fire power ability.
 
Dismiss a Fire creature or end a Fire power ability.
  
Dismissing a creature is hard and usually requires great effect. A creature that has been wounded or otherwise weakened only needs standard effect. A creature that wants to be dismissed requires only limited effect.
+
You can dispel any Fire power and powers affecting fires or Fire creatures.
 
+
{{ : Include Attune Dispel Materialize Spirits (FiD) }}
Dispelling is usually easier. The Fire can dispel any Fire power, but also powers that affect flames and heat sources, as well as powers that affect Fire creatures.
 
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This improves the position of the supported action. It can be used as a defense against others' use of power, or it can be used to break the continuing effects of powers.
 
When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses power to keep themselves warm in the deep arctic you can have a better effect.
 
When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.
 
  
Forcing a Fire spirit to materialize is easy, but limited in range; if the creature can get away from you it can disappear again. Limited effect only works on spirits within reach. Standard effect can reach out up to a hundred meters. Great effect reaches out kilometers.
+
==== Pyro Pact ====
 
 
'''Pyro Pact'''
 
 
Summon a Fire creature.
 
Summon a Fire creature.
  
Summoning can bring you allies to fight or labor for you, giving you scale. They can also give advice and information related to their power. Summons can use simple effects of their power and maintain power effects you have created.
+
''Creatures of Fire:'' 
 +
Fire creatures you can summon come in three types — spirits, elementals, and creatures with powers.
  
You can summon generic creatures without having to do a flashback. Such a creature is similar to a gang member in ability and are often summoned in groups to add scale. To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a type id number or block of data. Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.
+
Fire spirits are immaterial guardians and exemplars of Fire and its virtues of energy and transformation.
  
It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.
+
An elemental is a simple creature totally dominated by its power. Most elementals have animal intelligence, and often take the shape of animals as well, though animated chunks of matter and humanoid forms are also common.
  
Fire creatures generally come in two types, elementals and creatures with powers.
+
Creatures with powers resemble normal creatures, having a biological body and metabolism, but also possessing exceptional abilities related to their power. A fire dragon is impossibly large, flies, and breathes fire.
  
An elemental is a simple creature totally dominated by its power. Most elementals have animal intelligence, and often take the shape of animals as well, tough animated chunks of matter and humanoid forms are also common.
+
{{ : Include Attune Summon (FiD) }}
  
Creatures with powers resemble normal creatures, having a biological body, metabolism, and functioning as ordinary living creatures but also have some exceptional abilities related to their power. A fire dragon is impossibly large, flies, and breathes fire.
+
Not all creatures with powers are summonable or dismissible. Many are native to this world and have no special vulnerability to Attune power effects.
Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.
 
  
Depending on your degree of effect the creature is willing to do different things. Limited effect allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it.
+
==== Pyro Passage ====
 +
Portal to a plane of Fire.
  
Standard effect allows you to ask for any service appropriate to the type of creature. A fire elemental will burn stuff, a dragon likes to impress, and so on. This includes dangerous tasks such as combat if the creature has such abilities, which most of them do.
+
This is situational, but vital when needed. 
 +
The plane of Fire may be a mirror-image of the mundane world rendered in flame, an ocean of burning oil, a range of volcanoes, or a forest swept by firestorms that rapidly recover.
  
Great effect allows actions outside the creature's comfort zone, but not things it directly opposes. A fire elemental will heat your bath or power your steam engine. Lengthy service also requires great effect, like summoning the creature to guard a treasure for as long as it can.
+
The City of Brass, home of the efreet, is an important location here.
  
Typical consequences include:
+
{{ : Include Attune Gate (FiD) }}
  
* A bargain of payment in things the creature prizes like incense or exotic fuels.
+
=== Command ===
* General sulkiness.
+
Intimidate and lead Fire creatures, projecting authority through threat and presence.
* The creature strikes out at you once.
+
Position and Effect depend on the situation and your relationship with the listeners.
* You need to concentrate to keep the creature under control.
 
* The creature burns things around you.
 
* Overly literal interpretations of your commands.
 
* The creature deliberately does its tasks poorly.
 
* Demanding not to be summoned again until some time or event has passed.
 
* The creature demands you and your champions defeat some of its minions.
 
* A tightwire struggle to keep the creature under control.
 
  
Offering a creature gifts or services appropriate to its nature can help. This is essentially a devil's bargain, accepting a price in advance. Desperate position usually comes from trading position for effect, but it might come from a difference in ethos. If you are a water mage and summon a fire creature or if the summon is three or more tiers above you the position will be desperate. Consequences include the creature demanding you allow in to inflict burn scars on you, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel, or similar dramatic story events.
+
Position depends on the target’s relationship to you. 
 +
Ordering a creature that considers itself your superior is a Desperate Position.
 +
A Controlled Position usually comes from a creature that already agrees you outrank it, with failure making further attempts more difficult. 
 +
A Risky Position is typical against equals.
  
'''Pyro Passage'''
+
Conflict, defiance, rebellion, uncontrolled fire, and increases to your Crew’s Heat are common Consequences.
Portal to a plane of Fire.
 
  
In many settings there is a plane of fire from where Fire draws its power.
+
==== Pyro Pressure ====
There are things that are possible to do on this plane that is not allowed in the regular world.
+
Intimidate with Fire.
Most Fire effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master. This opens the possibility of new super-apex powers Fire that have to be negotiated with the game master. Such effects rarely reach outside the plane where you perform them, but if they affect creatures on that plane, the effect may remain when you return to the mundane world.
 
  
A gate lasts for a while, enough for a quick score. If things take a lot of time it might require a separate use of the power to return home again. Gating can allow access to creatures too powerful to summon, so you instead ask for an audience. The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
+
You create Fire effects such as flames on your body or free-floating fire to heighten your authority, gaining leverage similar to that provided by an explicit threat, such as displaying a weapon.
 
+
This can provide the leverage needed to use Command to intimidate without immediate violence.
The first time you gate to a certain place the position is at least risky and becomes desperate if there is any kind of disturbance.
 
 
 
=== Command ===
 
Command and intimidate Fire creatures, projecting authority. Position and effect depend on the situation and your relationship with the listeners.
 
  
'''Pyro Pressure'''
+
Creatures of Fire may recognize you as a figure of authority.
Intimidate with Fire.
 
  
You can create Fire effects such as a flames on your body or free-floating fire effects to heighten your authority, gaining leverage similar to what could be a achieved with threat such as displaying a weapon.
+
==== Pyro Projection ====
This can provide the leverage needed to use Command to intimidate without actual threat of violence.
+
Communicate with Fire over long distances.
Creatures of Fire might recognize you as a figure of authority.
 
  
'''Pyro Projection'''
+
You can communicate with Fire creatures over any distance as long as you know the target. 
Communicate with fire over long distances.
+
You can communicate with the most powerful Fire creature in a vehicle or installation as long as you can see the exterior. 
 +
Communication is simple and direct, suitable for the Command Action.
  
You can communicate with Fire creatures over any distance as long as you know the target, and a line-of-sight even if you do not. You can communicate with the most powerful Fire creature in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, suitable for the Command skill.
+
You can also use an existing fire as a communication focus, communicating with anyone near that fire.
 +
If no one is near the target fire, the power fails.
  
You can use a fire as a communication device, communicating with anyone who is near a fire.
+
==== Pyro Potentate ====
If no fire is near your target, the power fails.
+
Command Fire creatures as if you were their superior.
  
'''Pyro Potentate'''
+
This allows you to order strangers around and improves Effect, but not Position; targets comply without accepting your authority. 
Command Fire creatures, as if you were their superior.
+
This does not remove existing loyalties, which may lead to conflict. 
 +
Understanding the social order of your targets helps avoid clashes with established hierarchies.
  
Targets will see you as super-hot, a leader outranking them. This does not remove existing loyalties, which can lead to conflicts. Understanding the social order of your targets helps avoid conflicting with their established loyalties. Ordering city guards to ignore a disturbance is harder (needs more effect) than telling them to deal with it and move on, because their task is to protect the city.
+
Fire inspires fear more readily than loyalty. Making city guards flee requires less Effect than ordering them about.
  
Limited effect might result in a creature not doing what it might not have done anyway, like torching something its not supposed to. Standard effect makes the creature do what it normally would, but in a way you decide, like a fire creature fueling as a device to order or a fire dragon doing you a quick favor. Great effect means targets will ignore their normal routine and go out of their way to please you, like neutral faction warriors fighting for you, or enemies ignoring or fleeing from you.
+
==== Ember Enslavement ====
 +
Permanently bind Fire creatures to service.
  
The position depends on the creatures' actual relationship to you—ordering a creature that sees itself as your superior is a desperate position. A controlled position comes from a creature that agrees you are superior, usually just making retrying harder. A risky position is typical against a creature that sees itself as your equal and not your enemy, possibly leading to heat, misunderstood orders, or small rebellions.
+
This only works if you already hold power over the target. 
 +
The effect is similar to Pyro Potentate, but permanent. Strong emotions may break your control, but otherwise it persists until dispelled.
  
'''Ember Enslavement'''
+
Creatures are cowed rather than recruited and may comply minimally or lie low until ordered.
You can permanently bind Fire creatures to service.
 
  
This won’t work unless you are already in a position of power. The effect is similar to Pyro Potentate but permanent. Strong emotions can break your control, but otherwise, it lasts until dispelled.
 
  
 
=== Consort ===
 
=== Consort ===
Consort powers changes your form and later that of other creatures. These powers might also be used as a set-up action for a later Consort roll. This will often give a bonus to effect or improved position or even allow an action that a human could not do.
+
Consort powers change your form and, at higher tiers, that of other creatures. These powers may also be used as a Set Up for later Consort Actions, often improving Effect or Position, or enabling actions a human could not normally perform.
  
A common consequences is that you are mistaken for someone, or that your assumed form is somehow a hindrance, perhaps igniting random things near you. You might be obnoxiously attractive, become emotionally over engaged, or suffer other unexpected handicaps.
+
Common Consequences include being mistaken for someone else, your assumed form becoming a hindrance, or igniting nearby objects unintentionally. You might become obnoxiously attractive, emotionally over-engaged, or suffer other unexpected complications.
  
'''Ember Embellishment'''
+
==== Ember Embellishment ====
 
Fire, smoke, or soot accessories.
 
Fire, smoke, or soot accessories.
  
Enhance your appearance with smoke, heat, flaming patterns, or actual flames.
+
Enhance your appearance with smoke, heat, flaming patterns, or actual flames.
You do not physically change yourself, you change your accessorize and outfit.  
+
You do not physically change yourself; instead, you alter your accessories and outfit.
As an advanced ability, you can do this for another.
+
At Advanced tier, you can do this for another creature.
  
'''Ember Embodiment'''
+
==== Ember Embodiment ====
Assume the form of a fire creature.
+
Assume the form of a Fire creature.
  
This is a true physical transmutation. You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the Fire theme.
+
This is a true physical transmutation. You need not assume the form of an existing creature, as long as the Game Master agrees your new form fits the Fire theme.
  
Shapechange can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form. When appropriate, your new form can use Basic and Advanced Fire powers inherently without risking stress.
+
Shapechanging can act as a Set Up for other Actions, but may penalize certain activities depending on your new form. When appropriate, your new form can use Basic and Advanced Fire powers inherently without suffering Stress.
  
With limited effect you can transform into yourself like you would have been, had you grown up as the creature whose form you assume. Those familiar with you will recognize you. Standard effect can make you a generic creature, very hard to recognize as yourself. Great effect allows you to assume the shape and some of the personality of a specific creature you have studied.
+
With a Limited Effect, you transform into a version of yourself as you might have been had you grown up as the creature whose form you assume; those familiar with you can still recognize you.
 +
A Standard Effect allows you to become a generic creature, making you very hard to recognize as yourself.
 +
A Great Effect allows you to assume the shape and some of the personality of a specific creature you have studied.
  
'''Ember Enchantment'''
+
==== Ember Enchantment ====
Shapechange a willing or helpless creature into a fire creature.
+
Shapechange a willing or helpless creature into a Fire creature.
  
This is Ember Embodiment applied to another creature. The duration depends of the effect, limited effect is very temporary. Standard effect lasts for the duration of a score. Great effect lasts a long time and potentially become permanent, depending on the the story. If you also want to make the target unrecognizable, that requires additional effect, see Ember Embodiment.
+
This is Ember Embodiment applied to another creature. The duration depends on the Effect: a Limited Effect is very temporary, a Standard Effect lasts for the duration of a score, and a Great Effect lasts a long time and may become permanent, depending on the story.
  
This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break.
+
Making the target unrecognizable requires additional Effect; see Ember Embodiment.
  
'''Ember Embrace'''
+
This is sometimes used as a form of poetic justice, transforming the target as punishment through a curse that is difficult to break.
Transform a number of willing or non-sentient creatures and give them a task.
 
  
This is where Consort becomes a combination of the Ember Enchantment and Pyro Pact power effects. You transform a number of existing creatures and give them a task that they will perform with gusto, turning them into single-minded minions. Targets must be willing, non-sentient like animals, or just very minor figures in the plot, many tiers below you.
+
==== Ember Embrace ====
 +
Transform multiple willing or non-sentient creatures and give them a task.
  
This is usually used to create a host of goons that will chase for you. Such goons are more interested in chasing and cornering targets than in actual combat. Or they can be given bit parts as dancers, waiters, or craftsmen.
+
{{ : Apex Consort }}
  
 
=== Finesse ===
 
=== Finesse ===
 
Exercise finesse with Fire, manipulating and attacking with precision.
 
Exercise finesse with Fire, manipulating and attacking with precision.
  
'''Ember Excursion'''
+
==== Ember Excursion ====
 
Ride a fire creature or combustion vehicle.
 
Ride a fire creature or combustion vehicle.
  
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You can give this ability to your crew as an Advanced power.
 
You can give this ability to your crew as an Advanced power.
  
'''Ember Assault'''
+
==== Ember Assault ====
 
Fire as a fine and potent close-range attack.  
 
Fire as a fine and potent close-range attack.  
  
 
Besides variety in damage, this only substitutes for equipment, fine and potent finesse weapon is just as effective. In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon.
 
Besides variety in damage, this only substitutes for equipment, fine and potent finesse weapon is just as effective. In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon.
  
'''Ember Express'''
+
==== Ember Express ====
 
Create a fast and furious vehicle of fire.
 
Create a fast and furious vehicle of fire.
  
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Functions much as any other vehicle from the setting, a smaller vehicle is faster and more agile, but Ember Express vehicles tend to be fast and furious, hard to control but responsive to a skilled hand.
 
Functions much as any other vehicle from the setting, a smaller vehicle is faster and more agile, but Ember Express vehicles tend to be fast and furious, hard to control but responsive to a skilled hand.
  
'''Ember Ejection'''
+
==== Ember Ejection ====
 
Rocket ride.
 
Rocket ride.
  
 
Allow your crew and your the mounts and vehicles to rocket, flying very quickly but imprecisely. Once you land, the ability ends.
 
Allow your crew and your the mounts and vehicles to rocket, flying very quickly but imprecisely. Once you land, the ability ends.
 +
  
 
=== Hunt ===
 
=== Hunt ===
Track, attack, and unleash devastating barrages with the power of Hunt Fire. At short range, this can be dangerous to you and yours.
+
Track, attack, and unleash devastating barrages with Fire.
 +
At short range, this can be dangerous to you and yours.
 +
 
 +
==== Pyro Pursuit ====
 +
Track by following traces of Heat.
 +
 
 +
Warm-blooded creatures and most vehicles leave a trail of warm prints as they move. 
 +
These are easy to track but fade quickly. 
 +
Tracking heat signatures works even if the quarry does not leave any mundane trail or clues. 
 +
Consequences often involve losing the trail or being drawn into danger by the environment or the target’s countermeasures.
 +
 
 +
==== Blaze Bullet ====
 +
Fire attack at range, similar to a Fine and Potent rifle.
 +
 
 +
You attack with a long-range bolt of Fire. 
 +
This serves as a replacement for traditional equipment; a Fine and Potent ranged weapon is equally effective. 
 +
While some targets may be more or less vulnerable to Fire attacks, this is the exception rather than the rule.
  
'''Pyro Pursuit'''
+
==== Smoke Sculpture ====
Track by following traces of heat.
+
Control smoke and Heat over wide areas.
  
Warm-blooded creatures and most vehicles leave a trail of warm prints when they move.
+
You control smoke and warm the environment over a wide area.
These are easy to track but fade quickly.
+
This does not inflict direct damage, but the environment can cause Harm over time. 
Tracking heat signatures works even if the quarry does not leave any mundane trail or clues.
+
You can affect roughly a city block or an equivalent natural area, and you may have the affected area move along as you travel.
Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
 
  
'''Blaze Bullet'''
+
Warming a cold environment improves endurance, while excessive Heat causes exhaustion. 
Fire attack at range, similar to a fine and potent rifle.
+
Smoke obscures sight and causes coughing; prolonged exposure is dangerous.
  
Attack with a long-range bolt of fire.
+
Smoke Sculpture is usually used as a Set Up, but it may also change how people act — smoke often causes panic or flight as people assume a fire that may not exist.
This serves as a replacement for traditional equipment; a fine and potent ranged weapon would be equally effective in combat. While some targets may exhibit more or less vulnerability to Fire attacks, this is the exception rather than the rule.
 
  
'''Smoke Sculpture'''
+
==== Fireball ====
Control smoke and warm wide areas.
+
Fire attack similar to a Fine and Potent grenade.
  
Control smoke and warm the environment.
+
An escalation of Blaze Bullet. Less precise, this affects all creatures in an area and carries a significant risk of collateral damage.
This does not inflict any direct damage.
 
You can affect about a city block or equivalent area of nature, and you can have the area move along as you travel.
 
Warming a cold environment helps endurance, while too high temperatures causes heat exhaustion.
 
Smoke blurs sight and causes coughing and prolonged exposure to smoke is dangerous.
 
This is usually used as a setup, but may also change how people act in reaction to the environment—smoke is likely to make people run out to avoid fire that might not be there.  
 
  
'''Fireball'''
+
Fireball is unusually effective against cover. When targets are behind cover, reduce Effect by one step instead of having targets merely duck and cover.
Fire attack similar to a fine and potent grenade.
 
  
An escalation of Blaze Bullet. Less precise, this affects all creatures at a location, with a risk of collateral damage. Targets in trenches, behind walls, or otherwise shielded are not in direct danger, but tend to keep their heads down, which gives your side the initiative.
 
  
 
=== Prowl ===
 
=== Prowl ===
Move with stealth and agility among smoke and embers.  
+
Move with stealth and agility among smoke and embers.
  
'''Smoke Shroud'''
+
==== Smoke Shroud ====
 
Hide and breathe in smoke without discomfort.
 
Hide and breathe in smoke without discomfort.
  
This allows you to hide in fire and smoke.  
+
This allows you to hide in Fire and smoke, allowing you to be where others do not look and cannot see.
It otherwise works just like any other attempt to use Prowl to avoid notice.  
+
It otherwise works like any other attempt to use Prowl to avoid notice.
Note that only you can use this ability, your friends and allies cannot unless you use Blaze Brigade, below.
+
Only you can benefit from this ability; your friends and allies cannot unless you use Blaze Brigade, below.
  
'''Pyro Path'''
+
==== Pyro Path ====
Move through fire, smoke, ash, and lava. Do rocket-assisted jumps.
+
Move through Fire, smoke, ash, and lava. Perform rocket-assisted jumps.
  
This allows you to climb on smoke and flame and to do rocket-assisted jumps to a spot you can see that are very fast but clumsy and risky.  
+
You can climb on smoke and flame and perform rocket-assisted jumps to any spot you can see
Your crew cannot use this unless you employ Blaze Brigade, below.
+
These movements are extremely fast but clumsy and risky.
 +
Your crew cannot use this ability unless you employ Blaze Brigade, below.
  
'''Blaze Brigade'''
+
==== Blaze Brigade ====
 
Bring allies along when you use Smoke Shroud and Pyro Path.
 
Bring allies along when you use Smoke Shroud and Pyro Path.
  
Now you and your allies can Prowl in places where your power is at home.  
+
You and your allies can now Prowl in places where your power is at home.
They still use their own Prowl action.
+
They still use their own Prowl Action.
  
'''Rocket Ride'''
+
==== Rocket Ride ====
Crew can fly medium distances like rockets, fast and loud but imprecise.
+
Crew can fly medium distances like rockets — fast, loud, and imprecise.
  
This is regional travel, you stay within the same city or region, but as long as you have clear sky overhead, you can fly away from almost any situation.
+
This enables regional travel. You remain within the same city or region, but as long as you have clear sky overhead, you can fly away from almost any situation.
  
Rocket Ride is loud and it is dangerous to land in places you are unfamiliar with.  
+
Rocket Ride is loud, and landing in unfamiliar places may be dangerous.
Both required effect and position is worse unless you know where you are going, which means Rocket Ride is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.
+
Both required Effect and Position are worse unless you know where you are going
 +
As a result, Rocket Ride is excellent for escapes, but less effective for intrusions into hostile territory where you lack familiarity.
  
 
=== Skirmish ===
 
=== Skirmish ===
 
Prosper in the chaos of battle.
 
Prosper in the chaos of battle.
  
'''Pyro Protection'''
+
==== Pyro Protection ====
Absorb fire energy. This allows you to ignore most harm from a dangerously hot environment.  
+
Absorb Fire and Heat. Ignore smoke from Fire.
 +
 
 +
You can ignore most Harm from a dangerously hot environment
 +
This does not protect against toxic gases from sources other than Fire.
 
{{ : Damage Resistance Template (FiD)}}
 
{{ : Damage Resistance Template (FiD)}}
  
'''Pyro Power'''
+
==== Pyro Power ====
Pyro Punch, except the weapon is fine and potent.
+
Attack like a Fine and Potent Finesse weapon.
  
Besides variety in the type of damage, this only substitutes for equipment, normal fine and potent weapons are just as effective. Certain targets may be more or less vulnerable to certain attacks, but this is the exception
+
You create a ray or blade of Fire to wield as a weapon. 
 +
Aside from differences in damage type, this only substitutes for equipment normal Fine and Potent Finesse weapons are just as effective.
 +
Certain targets may be more or less vulnerable to specific attacks, but this is the exception rather than the rule.
  
'''Blaze Barrier'''
+
==== Blaze Barrier ====
Fire obstructions that prevent scale.
+
Fire obstructions prevent Scale.
  
This creates a fiery hellscape that allows you to face enemies one by one, prevening enemies to benefit from scale.
+
You create a fiery hellscape that forces enemies to engage you one by one, preventing them from benefiting from Scale. 
 +
Consequences often mean you lose control of the Fire and it spreads wildly.
  
'''Ember Explosion'''
+
==== Ember Explosion ====
 
Fire attacks all enemies in the area.
 
Fire attacks all enemies in the area.
  
Turns you into a one-man fire force. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the skirmish.
+
You turn yourself into a one-person firestorm. You negate the advantage enemies gain from numbers and spread your Effect to Harm all enemies involved in the skirmish.
 +
 
  
 
=== Study ===
 
=== Study ===
Line 356: Line 384:
 
Position depends on the situation. Safely in your base the position is controlled. In the middle of a fight or when pinned down the position is desperate. Sometimes the thing you are researching it dangerous in itself, worsening position, consequences may give you knowledge that lacks crucial details.
 
Position depends on the situation. Safely in your base the position is controlled. In the middle of a fight or when pinned down the position is desperate. Sometimes the thing you are researching it dangerous in itself, worsening position, consequences may give you knowledge that lacks crucial details.
  
'''Ember Examiner'''
+
==== Ember Examiner ====
 
Identify powers, objects, and creatures of Fire.
 
Identify powers, objects, and creatures of Fire.
  
 
This gives the name and very basic information in narrative terms, but not details or actual rules.
 
This gives the name and very basic information in narrative terms, but not details or actual rules.
  
'''Ember Expertise'''
+
==== Ember Expertise ====
 
Learn the powers and abilities of Fire.
 
Learn the powers and abilities of Fire.
  
 
You learn of any powers or special abilities the target has. This includes actual rules and game effects.
 
You learn of any powers or special abilities the target has. This includes actual rules and game effects.
  
'''Ember Echo'''
+
==== Ember Echo ====
 
Read the past events of something fire, ash, or igneous rock.
 
Read the past events of something fire, ash, or igneous rock.
  
 
This includes previous owners and how the object has been moved around as well as significant scenes from its history. The power zooms in on events of interest to you.
 
This includes previous owners and how the object has been moved around as well as significant scenes from its history. The power zooms in on events of interest to you.
  
'''Ember Encyclopedia'''
+
==== Ember Encyclopedia ====
 
Ember Expertise in a wide area, then Ember Echo for some fires.
 
Ember Expertise in a wide area, then Ember Echo for some fires.
  
 
Provides a detailed view of events involving fire, smoke, and heat as far as you can see, pinpointing locations of interest like furnaces and campfires. You can then use Ember Echo to learn the history of up to three such locations.
 
Provides a detailed view of events involving fire, smoke, and heat as far as you can see, pinpointing locations of interest like furnaces and campfires. You can then use Ember Echo to learn the history of up to three such locations.
 +
  
 
=== Survey ===
 
=== Survey ===
Perceive and locate fire and combustibles. The effect you need depends on the target's concealment. Limited outcome finds targets in concealment. Standard outcome finds those hiding behind cover and in far places you can only barely see. Great outcome can look behind walls and into hard cover.
+
Perceive and locate Fire and combustibles.
 +
The Outcome you need depends on the target’s concealment.
 +
A '''Limited Outcome''' finds things hiding behind cover or in distant places you can barely see.
 +
A '''Standard Outcome''' can look behind walls and into hard cover
 +
A '''Great Outcome''' can look into far-away places and spots you had no idea existed.
  
'''Pyre Perception'''
+
==== Pyre Perception ====
 
Sense heat, fire, Fire creatures, and Fire powers.
 
Sense heat, fire, Fire creatures, and Fire powers.
  
This is a basic spotting power, selectively sensing things related to your power.
+
This is a basic spotting power, selectively sensing things related to Fire.
You can specify what you are looking for, combustibles, certain types of fire, smoke of a certain color, and so on.
+
You can specify what you are looking for: combustibles, certain types of fire, smoke of a particular color, and so on.
  
'''Pyre Peek'''
+
==== Pyre Peek ====
Choose fire that you know of; you can perceive as if you were at that spot.
+
Choose a fire that you know of; you can perceive as if you were at that spot.
  
You move your perception to to a fire and sense as if you were at that spot as long as you maintain concentration. You still sense things at your actual location, but only very dimly.
+
You move your perception to a fire and sense as if you were there as long as you maintain concentration.
 +
You still sense things at your actual location, but only very dimly.
  
'''Hearth Homing'''
+
==== Hearth Homing ====
 
Choose a location or creature. You Pyre Peek at the nearest fire.
 
Choose a location or creature. You Pyre Peek at the nearest fire.
  
Similar to Pyre Peek but allows you to focus on a specific creature or position. Automatically directs towards the best vantage point provided by a suitable fire, typically close enough to observe the target. Fails if no suitable viewpoint is available.
+
Similar to Pyre Peek, but allows you to focus on a specific creature or position.
 +
Your senses are automatically directed to the best vantage point provided by a suitable fire, typically close enough to observe the target.
 +
This fails if no suitable fire is available.
  
'''Pyro Panopticon'''
+
==== Pyro Panopticon ====
 
Pyre Peek from all fires at once over a wide area.
 
Pyre Peek from all fires at once over a wide area.
  
Enhances your senses impossibly, akin to being multiple individuals spread across the scene. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. It's challenging for targets to hide unless they know they have to have to hide from all fires.
+
Your senses are expanded impossibly, as if you were multiple individuals spread across the scene.
 +
You form a comprehensive mental image of the area, revealing numerous details simultaneously.
 +
It is difficult for targets to hide unless they account for every fire as a potential observer.
  
 
=== Sway ===
 
=== Sway ===
Communicate, mesmerize, and manipulate creatures imbued with Fire. Position and effect are determined normally, depending on the situation and your relation to listeners.
+
Communicate, mesmerize, and manipulate creatures imbued with Fire.
 +
Position and Effect are determined normally, depending on the situation and your relationship to the listeners.
 +
 
 +
:'''Limited Outcome''' works if it follows the target’s existing impulses, overcoming only fragile self-restraint. 
 +
:'''Standard Outcome''' can convince a target with no particular stake in the matter. 
 +
:'''Great Outcome''' can convince a reluctant target, but not a passionate one.
  
Limited outcome works if it follows the target's existing impulses, just overcoming fragile self-restraint. Standard outcome can convince a target with no particular stake in the matter. Great outcome will convince a reluctant target, but not a passionate one.
+
==== Ember Empathy ====
 +
Understand Fire creatures and sense fiery motivations.
  
'''Ember Empathy'''
+
You can gauge the mood and motivations of Fire creatures and understand what they are saying. 
Understand fire creatures even if normally couldn't, and to sense their motivations.
+
You can also sense when any kind of creature is in an energetic, fiery, or industrious mood.
  
You can gauge the mood and motivations of Fire creatures and understand what they are saying. This does not allow you to be understood.  
+
==== Flame Fellowship ====
You can also sense if any kind of creature is in a energetic, fiery, and industrious mood.
+
Crew can talk to Fire creatures. Stoke energy and drive.
  
'''Flame Fellowship'''
+
You and your Crew can use the Sway Action with full Effect against Fire creatures, overcoming cultural and linguistic barriers.
Crew can communicate with fire creatures. Make folk more energetic, fiery, and industrious.
+
You are still persuading, not asserting authority.
  
This allows you and your crew to use the Sway action with full effect, overcoming cultural and linguistic barriers.
+
You can also influence any type of creature to become more energetic, fiery, and industrious.
You are still persuading, not speaking with authority.
 
You can influence any creature to be energetic, fiery, and industrious.
 
  
'''Ember Entrancement'''
+
==== Ember Entrancement ====
 
Plant suggestions in the mind of a Fire creature.
 
Plant suggestions in the mind of a Fire creature.
  
This is essentially an enhanced Sway attempt, allowing you to implant suggestions that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed.
+
This is an enhanced Sway attempt that allows you to implant suggestions which trigger under conditions you set.
 +
The influence remains subtle until the suggestion activates, and the target does not remember being swayed.
  
Suggestions cannot be absurd to the target. A typical use would be to sway a servant to leave a window open or a guard to forget to load their weapon. Suggestions fade over time depending on the level of outcome achieved: limited outcome lasts for the immediate situation, normal outcome lasts for the duration of the score, and great outcome can extend beyond the score if it fits the story.
+
==== Inferno Induction ====
 +
Permanently alter the personality and motivations of a Fire creature.
  
'''Inferno Induction'''
+
This change is permanent and blatant. It reshapes the target’s priorities and loyalties at a deep level. 
Permanently change the personality and motivations of a fire creature.
+
The target remembers their past, but considers it unimportant compared to their new motivations.
  
This is permanent but blatant. It changes the target's mind on a deep level, altering their priorities and loyalties. Target remember their past but considers it unimportant compared to their new motivations. There are limits to this power, especially for creatures linked to a power—you cannot make a fire creature love the sea. Exceptional creatures and circumstances can break this change.
+
There are limits to this power, especially for creatures bound to greater forces — you cannot make a Fire creature love the sea.
 +
Exceptional circumstances may break this change.
  
 
=== Tinker ===
 
=== Tinker ===
Manipulate, shape, and create fire to suit your needs.
+
Manipulate, shape, and create Fire to suit your needs.
Fire is a powerful transformative element, and can modify substance governed by other powers.
+
 
When used with long-term projects, powers can often substitute for missing resources such as tools or raw materials, but that is all it does until you can start using Furnace Fabricator.
+
Fire is a powerful transformative element and can modify substances governed by other Forms.
 +
In Long-Term Projects, Tinker Fire can often substitute for missing resources such as tools or workspace for crafting, not just for Fire-related work. Until you gain Furnace Fabricator, this replaces tools and workspace but not labor or raw materials.
 +
{{ : Include Tinker (FiD) }}
  
The position depends on how quiet your workplace is and how much time you have to work with.
+
==== Furnace Forger ====
The outcome determines the effectiveness of your construction, but also how long it will last.
+
Forge, solder, weld, and ignite.
Devices that are more powerful are harder to contain, and thus wont last as long.  
 
  
'''Furnace Forger'''
+
This primarily substitutes for tools, up to the scale of a small workshop. 
You can forge, solder, weld, and ignite things.
+
You are protected from the dangerous effects of working with intense Heat.
  
This mainly substitutes for tools, up to a small workshop.
+
At this level, Fire enables crafts such as smithing, casting, kiln firing, and baking, but you cannot yet generate the extreme temperatures or precision required for truly advanced fabrication.
You are also protected from any dangerous effects of working with heat.
 
The ability to create and control fire allows crafts like smithing, casting, kiln firing, and baking, but at this level you still can't create the extreme temperatures needed for truly advanced crafts.
 
  
'''Furnace Flame'''
+
==== Furnace Flame ====
Shape fire and it retains the new shape.
+
Shape Fire so it retains form.
  
You can now do more than normal craft could do.  
+
You surpass normal crafting limits by shaping Fire itself and applying it as a tool.
You can create really hot fire and use it to craft other materials.
+
You can generate extremely hot Fire and use it to work materials governed by other Forms, even those you do not know.
You can shape fire and have it retain that shape for a while.
 
This lets you create fire conduits, allowing you to set up patterns of fire similar to what you could do with ducts and chimneys.
 
This allows you to set up traps or devices that would normally require extensive equipment.
 
  
Most uses of Furnace Flame will only be good for a single scene, but if your outcome surpasses that required for the effect you want, you can stretch the effect until the end of the score.
+
You can shape Fire so it retains a form for a time, creating conduits, channels, or patterns similar to ducts or chimneys. 
 +
This allows the construction of traps or devices that would normally require extensive equipment.
  
'''Furnace Fusion'''
+
Most uses of Furnace Flame last for a single scene. 
Transform by precise heat treatment.
+
If your Outcome exceeds what is required, the effect may persist until the end of the score.
  
You can transform anything that can be worked by heat even if you don't know the power related to the resulting material.
+
==== Furnace Fusion ====
If you know other powers, you can create matter associated with those powers by applying fire to any other material that is not superbly heat resistant.
+
Transform materials through precise heat treatment.
  
'''Furnace Fabricator'''
+
You can shape materials that can be worked by Heat, even if you do not know the Form associated with the resulting substance. 
Furnace Flame to mass produce objects or make something big.
+
If you know additional Forms, you can produce matter associated with those Forms by applying Fire to other materials that are not exceptionally heat resistant.
  
This is Furnace Flame on a larger scale.
+
''Example: If you know Fire and Metal, you can create Metal from any material you are able to melt.''
Useful for equipping a large band or building something large like ships or buildings that normally require a work force and facilities.
+
 
When doing long-term projects that involve building or crafting, you can use Furnace Fabricator to great effect, manufacturing hundreds of items with the same effort as one item even under what normally be poor conditions, but this has the usual stress cost.
+
==== Furnace Fabricator ====
 +
Scale Furnace Flame to mass production or large construction.
 +
 
 +
This is Furnace Flame applied at a much larger scale.
 +
It is useful for equipping large groups or constructing major works such as ships or buildings that would normally require a workforce and facilities.
 +
 
 +
When undertaking Long-Term Projects involving construction or crafting, Furnace Fabricator allows you to produce hundreds of identical items with the same effort as one, even under poor conditions, at the usual Stress cost.
  
 
=== Wreck ===
 
=== Wreck ===
Destroy, dismantle, and obliterate objects made of stuff of Fire or using Fire.
+
Destroy, dismantle, and obliterate objects made of Fire or powered by Fire.
 
 
The outcome required depends on the size and structural strength of your target. Standard outcome is a car-sized hole in a brick or mortar wall. Construction significantly weaker than this only demands limited outcome. A smaller hole stil need the same outcome. Something larger and/or stronger requires great outcome.
 
  
The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with a fight, massive crowds, or dangerous construction is desperate.
+
The Outcome required depends on the size and structural strength of your target.
 +
A '''Standard Outcome''' is a car-sized hole in a brick or mortar wall. 
 +
Larger or stronger targets require a '''Great Outcome'''. 
 +
Smaller holes still require the same Outcome. 
 +
Construction significantly weaker than mortar may only demand a '''Limited Outcome'''.
  
'''Blaze Bonfire'''
+
==== Blaze Bonfire ====
 
Burn like a bonfire or put one out. Noisy.
 
Burn like a bonfire or put one out. Noisy.
  
Just as crude as it sounds.  
+
Just as crude as it sounds.
You can start and put out fires up to bonfires and strike with the force of a burning sledgehammer in combat.  
+
You can start or put out fires up to bonfires, or strike with the force of a burning sledgehammer.
In combat, Wreck may be at an advantage or disadvantage compared to Hunt, Finesse and Skirmish, depending on the situation.
+
In combat, Wreck may be at an advantage or disadvantage compared to Hunt, Finesse, and Skirmish, depending on the situation.
  
'''Blaze Furnace'''
+
==== Blaze Furnace ====
 
Burn like a furnace or put one out.
 
Burn like a furnace or put one out.
  
This bypasses the strength of materials, allowing you create or putting out a fire up to a blast furnace.  
+
This bypasses the strength of materials, allowing you to create or put out a fire up to the scale of a blast furnace.
 
You can also use this to smash like a fine, potent, white-hot sledgehammer.
 
You can also use this to smash like a fine, potent, white-hot sledgehammer.
  
'''Blaze Ash'''
+
==== Blaze Ash ====
Blaze Furnace that silently reduces to a fine ash.
+
Blaze Furnace that silently reduces targets to fine ash.
  
The difference from Blaze Furnace is that wrecking things is now silent. Leave less traces, what you wreck disappears. Get rid of evidence of fire and heat, leaving just holes.
+
The difference from Blaze Furnace is that wrecking things is now silent. It leaves fewer traces what you wreck disappears.
 +
You can eliminate evidence, leaving only fine ash.
  
'''Blaze Firestorm'''
+
==== Blaze Firestorm ====
 
Create a firestorm or put one out.
 
Create a firestorm or put one out.
  
Rather straightforward, this just scales things up to the level of burning a number of city blocks.
+
Rather straightforward, this just scales things up to the level of burning multiple city blocks.

Latest revision as of 21:53, 29 December 2025

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page
Powers (FiD)Fox in the Dark logo

Fire is an element of transformation, it can destroy but also transform and forge other elements.

Fire is the the element of energy and change; it fuels the processes of the world. Science sees fire as a process, not an element. 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.

Fire attacks are direct and deadly causing burns and possibly immolating targets.

Fire creatures include fire elementals, fire-breathing dragons, and other monsters with fire powers. Learning who to summon may require study or be a a score in itself. It includes desert animals, which can also be affected by Animal powers.

Fire Power Effects

Action Basic Advanced Master Apex
Dice Minimum 2d Minimum 4d Minimum 6d
Stress Avoid fumble (2+). Succeed (4+). Full success (6). Critical (2 sixes).
Attune Pyro Pressure
Intimidate with Fire.
Pyro Purge
Dismiss a Fire creature or end a Fire power ability.
Pyro Pact
Summon a Fire creature.
Pyro Passage
Portal to a plane of Fire.
Command Pyro Whisper
Command Fire creatures. You can't understand them.
Pyro Projection
Communicate with fire over long distance.
Pyro Potentate
Command Fire creatures, as if you were their superior.
Ember Enslavement
You can permanently bind fire creatures to service.
Consort Ember Embellishment
Fire, smoke, or soot accessories.
Ember Embodiment
Assume the form of a fire creature.
Ember Enchantment
Shapechange a willing or helpless creatures into fire creatures.
Ember Embrace
Transform a number of willing or non-sentient creatures, give them a task.
Finesse Ember Excursion
Ride a fire creature or combustion vehicle.
Ember Assault
Fire as a fine and potent close-range attack.
Ember Express
Create a fast and furious vehicle of fire.
Ember Ejection
Rocket ride.
Hunt Pyro Pursuit
Track by following traces of heat.
Blaze Bullet
Fire attack at range, similar to a fine and potent rifle.
Smoke Sculpture
Control smoke and warm wide areas.
Fireball
Fire attack similar to a fine and potent grenade.
Prowl Smoke Shroud
Hide and breathe in smoke without discomfort.
Pyro Path
Move through fire, smoke, ash, and lava. Do rocket-assisted jumps.
Blaze Brigade
Bring allies along when you use Smoke Shroud and Pyro Path.
Rocket Ride
Crew can fly like rockets, fast but imprecise.
Skirmish Pyro Protection
Blocks Fire Harm.
Pyro Power
Pyro Punch, except the weapon is fine and potent.
Blaze Barrier
Fire obstructions that prevent scale.
Ember Explosion
Fire attacks all enemies in the area.
Study Ember Examiner
Identify powers, objects, and creatures of Fire.
Ember Expertise
Learn the powers and abilities of Fire.
Ember Echo
Read the past events of something fire, ash, or igneous rock.
Ember Encyclopedia
Ember Expertise in a wide area, then Ember Echo for some fires.
Survey Pyre Perception
Sense heat, fire, Fire creatures, and Fire powers.
Pyre Peek
Choose fire that you know of; you can perceive as if you were at that spot.
Hearth Homing
Choose a location or creature. You Pyre Peek at the nearest fire.
Pyro Panopticon
Pyre Peek from all fires at once over a wide area.
Sway Ember Empathy
Understand fire creatures even if normally couldn't, and to sense their motivations.
Flame Fellowship
Crew can communicate with fire creatures. Make folk more energetic, fiery, and industrious.
Ember Entrancement
Plant suggestions in the mind of a Fire creature.
Inferno Induction
Permanently change the personality and motivations of a fire creature.
Tinker Furnace Forger
You can forge, solder, weld, and ignite things.
Furnace Flame
Shape fire and it retains the new shape.
Furnace Fusion
Transform by precise heat treatment.
Furnace Fabricator
Furnace Flame to mass produce objects or make something big.
Wreck Blaze Bonfire
Burn like a bonfire or put one out. Noisy.
Blaze Furnace
Burn like a furnace or put one out.
Blaze Ash
Blaze Furnace that silently reduces to a fine ash.
Blaze Firestorm
Create a firestorm or put one out.

Pyro Precision
Fine Fire manipulation for very precise heat or flame. Can cause precise destruction or create patterns or letters of fire.

Expanded Fire Powers

Fire effects are often dramatic and capable of shaping a scene, not only through what they do, but through their Consequences.

Position depends on the situation. A quiet workspace is a Controlled Position. The general hustle of adventure is Risky. Direct attacks, massive crowds, or dangerous construction are Desperate.

Consequences often affect the environment: bad air, smoke, spreading fire, or weakening structures. These Consequences are frequently represented by clocks that tick quickly toward escalation, often starting new clocks as the situation worsens.


Attune

Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with Fire beings and phenomena.

Pyro Perception

Detect Fire creatures and Fire powers.

This is usually done to spot a spirit or a disguised creature. It can also help identify a creature's connection to powers, providing valuable insights into their nature. If you know several different powers, you can scan for all of them at the same time. Limited outcome suffices against a nearby creature you can clearly see. You need greater outcome against against a creature that is hidden or far away (standard outcome) or behind a wall (great outcome). The position usually starts controlled, with the usual consequence that you missed the opportunity and cannot try again until the situation changes.

Pyro Purge

Dismiss a Fire creature or end a Fire power ability.

You can dispel any Fire power and powers affecting fires or Fire creatures. Dispelling can be used as a defense against others' use of powers, or it can be used to break continuing effects. Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This usually improves the position of the supported action and can work in addition to other setup actions. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses Animal wings to fly or turned into a fish to breathe underwater you have a better base effect. When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.

Forcing a spirit to materialize is easy, but limited in range; if the creature can get away from you it can de-materialize again, only to materialize again if it gets close enough. Limited effect only works on spirits within reach. Standard effect covers an area based on your tier (p 220). Great effect reaches out to a range covered by tier (p 220).

Dismissing a creature is hard and usually requires great effect. A creature that has been wounded or otherwise weakened only needs standard effect. A creature that wants to be dismissed requires only limited effect.

Pyro Pact

Summon a Fire creature.

Creatures of Fire: Fire creatures you can summon come in three types — spirits, elementals, and creatures with powers.

Fire spirits are immaterial guardians and exemplars of Fire and its virtues of energy and transformation.

An elemental is a simple creature totally dominated by its power. Most elementals have animal intelligence, and often take the shape of animals as well, though animated chunks of matter and humanoid forms are also common.

Creatures with powers resemble normal creatures, having a biological body and metabolism, but also possessing exceptional abilities related to their power. A fire dragon is impossibly large, flies, and breathes fire.

Summons are Chohorts: Creatures you summon function as temporary cohorts — either an Expert or a Gang — with added Powers from their Form. An Expert is a skilled individual who can offer advice, Assist, or act independently. A Gang is a group (numbers based on your Tier, p. 221) that primarily provides Scale in combat and labor.

You can always summon a Gang of creatures one Tier below yours. Summoning a specific Gang or Expert requires knowing its unique identity — called a true name in mystical traditions. For a technomancer, this might be a type ID, blueprint, or genetic code. Learning a creature’s true name may require a flashback, or in complex cases, the research downtime activity or a reward from a score.

Summoning a Creature: The summoning itself is quick but dangerous. When you have time and resources, it is wise to use wards and Barriers, but in action this is usually impossible and you must face the risks. Having allies present for safety is advisable. Offering a creature gifts or services appropriate to its nature and power can be a literal Devil’s Bargain — accepting an additional consequence to gain an advantage.

Depending on your degree of outcome, a creature is willing to do different things:

  • Limited Outcome allows you to ask questions of an Expert or demand a short period of physical labor from a Gang. They will not fight for you.
  • Standard Outcome allows any service appropriate to the creature’s type, having it act in its typical role. Most creatures don’t mind fighting, but may have preferences about how they do it and what they do outside a fight.
  • Great Outcome allows service outside the creature’s comfort zone, though not against its nature. Lengthy service — even within its comfort zone — also requires a Great Outcome, such as guarding treasure until it is stolen.

The position usually starts at Risky — the creature is compelled and may resist. Typical consequences, in ascending order of severity:

  • General sulkiness
  • Half-hearted efforts
  • Demanding not to be summoned again
  • Breaking things or demanding concessions
  • Overly literal interpretations of your commands
  • A test attack to assert dominance
  • Deliberate sabotage of tasks
  • A constant struggle to maintain control

Not all creatures with powers are summonable or dismissible. Many are native to this world and have no special vulnerability to Attune power effects.

Pyro Passage

Portal to a plane of Fire.

This is situational, but vital when needed. The plane of Fire may be a mirror-image of the mundane world rendered in flame, an ocean of burning oil, a range of volcanoes, or a forest swept by firestorms that rapidly recover.

The City of Brass, home of the efreet, is an important location here.

There are things that are possible to do here that are not allowed in the regular world. Appropriate effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master. This opens the possibility of new super-apex powers that have to be negotiated with the game master. Such effects rarely reach outside the plane of origin, but if they affect creatures there the effect may remain when you return to the mundane world.

This can also be used to contact creatures too powerful to summon. This allows you to ignore tier when creating the gate, but gives you no power over the target. The creature may then use the gate to come to you, call you into its presence, send minions, or communicate with you at a distance.

Command

Intimidate and lead Fire creatures, projecting authority through threat and presence. Position and Effect depend on the situation and your relationship with the listeners.

Position depends on the target’s relationship to you. Ordering a creature that considers itself your superior is a Desperate Position. A Controlled Position usually comes from a creature that already agrees you outrank it, with failure making further attempts more difficult. A Risky Position is typical against equals.

Conflict, defiance, rebellion, uncontrolled fire, and increases to your Crew’s Heat are common Consequences.

Pyro Pressure

Intimidate with Fire.

You create Fire effects such as flames on your body or free-floating fire to heighten your authority, gaining leverage similar to that provided by an explicit threat, such as displaying a weapon. This can provide the leverage needed to use Command to intimidate without immediate violence.

Creatures of Fire may recognize you as a figure of authority.

Pyro Projection

Communicate with Fire over long distances.

You can communicate with Fire creatures over any distance as long as you know the target. You can communicate with the most powerful Fire creature in a vehicle or installation as long as you can see the exterior. Communication is simple and direct, suitable for the Command Action.

You can also use an existing fire as a communication focus, communicating with anyone near that fire. If no one is near the target fire, the power fails.

Pyro Potentate

Command Fire creatures as if you were their superior.

This allows you to order strangers around and improves Effect, but not Position; targets comply without accepting your authority. This does not remove existing loyalties, which may lead to conflict. Understanding the social order of your targets helps avoid clashes with established hierarchies.

Fire inspires fear more readily than loyalty. Making city guards flee requires less Effect than ordering them about.

Ember Enslavement

Permanently bind Fire creatures to service.

This only works if you already hold power over the target. The effect is similar to Pyro Potentate, but permanent. Strong emotions may break your control, but otherwise it persists until dispelled.

Creatures are cowed rather than recruited and may comply minimally or lie low until ordered.


Consort

Consort powers change your form and, at higher tiers, that of other creatures. These powers may also be used as a Set Up for later Consort Actions, often improving Effect or Position, or enabling actions a human could not normally perform.

Common Consequences include being mistaken for someone else, your assumed form becoming a hindrance, or igniting nearby objects unintentionally. You might become obnoxiously attractive, emotionally over-engaged, or suffer other unexpected complications.

Ember Embellishment

Fire, smoke, or soot accessories.

Enhance your appearance with smoke, heat, flaming patterns, or actual flames. You do not physically change yourself; instead, you alter your accessories and outfit. At Advanced tier, you can do this for another creature.

Ember Embodiment

Assume the form of a Fire creature.

This is a true physical transmutation. You need not assume the form of an existing creature, as long as the Game Master agrees your new form fits the Fire theme.

Shapechanging can act as a Set Up for other Actions, but may penalize certain activities depending on your new form. When appropriate, your new form can use Basic and Advanced Fire powers inherently without suffering Stress.

With a Limited Effect, you transform into a version of yourself as you might have been had you grown up as the creature whose form you assume; those familiar with you can still recognize you. A Standard Effect allows you to become a generic creature, making you very hard to recognize as yourself. A Great Effect allows you to assume the shape and some of the personality of a specific creature you have studied.

Ember Enchantment

Shapechange a willing or helpless creature into a Fire creature.

This is Ember Embodiment applied to another creature. The duration depends on the Effect: a Limited Effect is very temporary, a Standard Effect lasts for the duration of a score, and a Great Effect lasts a long time and may become permanent, depending on the story.

Making the target unrecognizable requires additional Effect; see Ember Embodiment.

This is sometimes used as a form of poetic justice, transforming the target as punishment through a curse that is difficult to break.

Ember Embrace

Transform multiple willing or non-sentient creatures and give them a task.

This is where Consort becomes similar to an Attune Summon power effect. You transform a number of existing creatures and give them a task that they will perform with gusto, turning them into single-minded minions. Targets must be willing, Non-Sentient like animals, or just very minor figures in the plot, many tiers below you.

This creates a gang cohort (p 96) that they can be given bit parts as servants or laborers or fight and chase for you. Such goons are more useful for chasing and cornering targets than in actual combat.

Finesse

Exercise finesse with Fire, manipulating and attacking with precision.

Ember Excursion

Ride a fire creature or combustion vehicle.

This allows you to use Finesse with mounts and vehicles you are not familiar with. Fire vehicles include all combustion vehicles. You can bypass simple locks on vehicles, but not more serious security. Fire mounts include any animal using Fire. You can such ride beasts even if they are not trained to carry a rider. They must still be willing and physically able to carry you.

You can give this ability to your crew as an Advanced power.

Ember Assault

Fire as a fine and potent close-range attack.

Besides variety in damage, this only substitutes for equipment, fine and potent finesse weapon is just as effective. In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon.

Ember Express

Create a fast and furious vehicle of fire.

Create a vehicle out of fire, most easily by igniting something that is present but possibly creating it out of thin air. Functions much as any other vehicle from the setting, a smaller vehicle is faster and more agile, but Ember Express vehicles tend to be fast and furious, hard to control but responsive to a skilled hand.

Ember Ejection

Rocket ride.

Allow your crew and your the mounts and vehicles to rocket, flying very quickly but imprecisely. Once you land, the ability ends.


Hunt

Track, attack, and unleash devastating barrages with Fire. At short range, this can be dangerous to you and yours.

Pyro Pursuit

Track by following traces of Heat.

Warm-blooded creatures and most vehicles leave a trail of warm prints as they move. These are easy to track but fade quickly. Tracking heat signatures works even if the quarry does not leave any mundane trail or clues. Consequences often involve losing the trail or being drawn into danger by the environment or the target’s countermeasures.

Blaze Bullet

Fire attack at range, similar to a Fine and Potent rifle.

You attack with a long-range bolt of Fire. This serves as a replacement for traditional equipment; a Fine and Potent ranged weapon is equally effective. While some targets may be more or less vulnerable to Fire attacks, this is the exception rather than the rule.

Smoke Sculpture

Control smoke and Heat over wide areas.

You control smoke and warm the environment over a wide area. This does not inflict direct damage, but the environment can cause Harm over time. You can affect roughly a city block or an equivalent natural area, and you may have the affected area move along as you travel.

Warming a cold environment improves endurance, while excessive Heat causes exhaustion. Smoke obscures sight and causes coughing; prolonged exposure is dangerous.

Smoke Sculpture is usually used as a Set Up, but it may also change how people act — smoke often causes panic or flight as people assume a fire that may not exist.

Fireball

Fire attack similar to a Fine and Potent grenade.

An escalation of Blaze Bullet. Less precise, this affects all creatures in an area and carries a significant risk of collateral damage.

Fireball is unusually effective against cover. When targets are behind cover, reduce Effect by one step instead of having targets merely duck and cover.


Prowl

Move with stealth and agility among smoke and embers.

Smoke Shroud

Hide and breathe in smoke without discomfort.

This allows you to hide in Fire and smoke, allowing you to be where others do not look and cannot see. It otherwise works like any other attempt to use Prowl to avoid notice. Only you can benefit from this ability; your friends and allies cannot unless you use Blaze Brigade, below.

Pyro Path

Move through Fire, smoke, ash, and lava. Perform rocket-assisted jumps.

You can climb on smoke and flame and perform rocket-assisted jumps to any spot you can see. These movements are extremely fast but clumsy and risky. Your crew cannot use this ability unless you employ Blaze Brigade, below.

Blaze Brigade

Bring allies along when you use Smoke Shroud and Pyro Path.

You and your allies can now Prowl in places where your power is at home. They still use their own Prowl Action.

Rocket Ride

Crew can fly medium distances like rockets — fast, loud, and imprecise.

This enables regional travel. You remain within the same city or region, but as long as you have clear sky overhead, you can fly away from almost any situation.

Rocket Ride is loud, and landing in unfamiliar places may be dangerous. Both required Effect and Position are worse unless you know where you are going. As a result, Rocket Ride is excellent for escapes, but less effective for intrusions into hostile territory where you lack familiarity.

Skirmish

Prosper in the chaos of battle.

Pyro Protection

Absorb Fire and Heat. Ignore smoke from Fire.

You can ignore most Harm from a dangerously hot environment. This does not protect against toxic gases from sources other than Fire. You increase the effect of Skirmish rolls for endurance in such environments. Roll Skirmish to resist such Harm. 1-3: No reduction. 4-6: Reduce Harm by 1 level. Critical: Reduce Harm by 2 levels. As a Master power, you can protect an ally for a score; as an Apex Power, you can protect your crew. Allies roll their own Skirmish dice.

Pyro Power

Attack like a Fine and Potent Finesse weapon.

You create a ray or blade of Fire to wield as a weapon. Aside from differences in damage type, this only substitutes for equipment — normal Fine and Potent Finesse weapons are just as effective. Certain targets may be more or less vulnerable to specific attacks, but this is the exception rather than the rule.

Blaze Barrier

Fire obstructions prevent Scale.

You create a fiery hellscape that forces enemies to engage you one by one, preventing them from benefiting from Scale. Consequences often mean you lose control of the Fire and it spreads wildly.

Ember Explosion

Fire attacks all enemies in the area.

You turn yourself into a one-person firestorm. You negate the advantage enemies gain from numbers and spread your Effect to Harm all enemies involved in the skirmish.


Study

Study and analyze objects and creatures imbued with your power to gain insight and knowledge. The effect required depends on range, limited effect for touch, standard effect for line-of-sight, and great effect to reach a target you know of or have some link to, but which is out of line-of-sight.

Position depends on the situation. Safely in your base the position is controlled. In the middle of a fight or when pinned down the position is desperate. Sometimes the thing you are researching it dangerous in itself, worsening position, consequences may give you knowledge that lacks crucial details.

Ember Examiner

Identify powers, objects, and creatures of Fire.

This gives the name and very basic information in narrative terms, but not details or actual rules.

Ember Expertise

Learn the powers and abilities of Fire.

You learn of any powers or special abilities the target has. This includes actual rules and game effects.

Ember Echo

Read the past events of something fire, ash, or igneous rock.

This includes previous owners and how the object has been moved around as well as significant scenes from its history. The power zooms in on events of interest to you.

Ember Encyclopedia

Ember Expertise in a wide area, then Ember Echo for some fires.

Provides a detailed view of events involving fire, smoke, and heat as far as you can see, pinpointing locations of interest like furnaces and campfires. You can then use Ember Echo to learn the history of up to three such locations.


Survey

Perceive and locate Fire and combustibles. The Outcome you need depends on the target’s concealment. A Limited Outcome finds things hiding behind cover or in distant places you can barely see. A Standard Outcome can look behind walls and into hard cover. A Great Outcome can look into far-away places and spots you had no idea existed.

Pyre Perception

Sense heat, fire, Fire creatures, and Fire powers.

This is a basic spotting power, selectively sensing things related to Fire. You can specify what you are looking for: combustibles, certain types of fire, smoke of a particular color, and so on.

Pyre Peek

Choose a fire that you know of; you can perceive as if you were at that spot.

You move your perception to a fire and sense as if you were there as long as you maintain concentration. You still sense things at your actual location, but only very dimly.

Hearth Homing

Choose a location or creature. You Pyre Peek at the nearest fire.

Similar to Pyre Peek, but allows you to focus on a specific creature or position. Your senses are automatically directed to the best vantage point provided by a suitable fire, typically close enough to observe the target. This fails if no suitable fire is available.

Pyro Panopticon

Pyre Peek from all fires at once over a wide area.

Your senses are expanded impossibly, as if you were multiple individuals spread across the scene. You form a comprehensive mental image of the area, revealing numerous details simultaneously. It is difficult for targets to hide unless they account for every fire as a potential observer.

Sway

Communicate, mesmerize, and manipulate creatures imbued with Fire. Position and Effect are determined normally, depending on the situation and your relationship to the listeners.

Limited Outcome works if it follows the target’s existing impulses, overcoming only fragile self-restraint.
Standard Outcome can convince a target with no particular stake in the matter.
Great Outcome can convince a reluctant target, but not a passionate one.

Ember Empathy

Understand Fire creatures and sense fiery motivations.

You can gauge the mood and motivations of Fire creatures and understand what they are saying. You can also sense when any kind of creature is in an energetic, fiery, or industrious mood.

Flame Fellowship

Crew can talk to Fire creatures. Stoke energy and drive.

You and your Crew can use the Sway Action with full Effect against Fire creatures, overcoming cultural and linguistic barriers. You are still persuading, not asserting authority.

You can also influence any type of creature to become more energetic, fiery, and industrious.

Ember Entrancement

Plant suggestions in the mind of a Fire creature.

This is an enhanced Sway attempt that allows you to implant suggestions which trigger under conditions you set. The influence remains subtle until the suggestion activates, and the target does not remember being swayed.

Inferno Induction

Permanently alter the personality and motivations of a Fire creature.

This change is permanent and blatant. It reshapes the target’s priorities and loyalties at a deep level. The target remembers their past, but considers it unimportant compared to their new motivations.

There are limits to this power, especially for creatures bound to greater forces — you cannot make a Fire creature love the sea. Exceptional circumstances may break this change.

Tinker

Manipulate, shape, and create Fire to suit your needs.

Fire is a powerful transformative element and can modify substances governed by other Forms. In Long-Term Projects, Tinker Fire can often substitute for missing resources such as tools or workspace for crafting, not just for Fire-related work. Until you gain Furnace Fabricator, this replaces tools and workspace but not labor or raw materials.

  • Limited Outcome solves an immediate problem, then ends. Any effect achieved will last, such as a repair made with temporary tools.
  • Standard Outcome construction, repair, or item lasts for the duration of a score.
  • Great Outcome is semi-permanent. This does not make permanent kit, but it can make permanent effects to the setting, such as repairing a large construction like a bridge or wall.
  • Something larger than a human, very complex, or of higher Quality Level than your Tier or Lifestyle increases the needed Outcome.

Position depends on the tranquility of your workspace and if you are working on something dangerous in itself.

For long-term projects, Tinker powers can substitute for missing tools, but that is all they do until you can Fabricate.

Furnace Forger

Forge, solder, weld, and ignite.

This primarily substitutes for tools, up to the scale of a small workshop. You are protected from the dangerous effects of working with intense Heat.

At this level, Fire enables crafts such as smithing, casting, kiln firing, and baking, but you cannot yet generate the extreme temperatures or precision required for truly advanced fabrication.

Furnace Flame

Shape Fire so it retains form.

You surpass normal crafting limits by shaping Fire itself and applying it as a tool. You can generate extremely hot Fire and use it to work materials governed by other Forms, even those you do not know.

You can shape Fire so it retains a form for a time, creating conduits, channels, or patterns similar to ducts or chimneys. This allows the construction of traps or devices that would normally require extensive equipment.

Most uses of Furnace Flame last for a single scene. If your Outcome exceeds what is required, the effect may persist until the end of the score.

Furnace Fusion

Transform materials through precise heat treatment.

You can shape materials that can be worked by Heat, even if you do not know the Form associated with the resulting substance. If you know additional Forms, you can produce matter associated with those Forms by applying Fire to other materials that are not exceptionally heat resistant.

Example: If you know Fire and Metal, you can create Metal from any material you are able to melt.

Furnace Fabricator

Scale Furnace Flame to mass production or large construction.

This is Furnace Flame applied at a much larger scale. It is useful for equipping large groups or constructing major works such as ships or buildings that would normally require a workforce and facilities.

When undertaking Long-Term Projects involving construction or crafting, Furnace Fabricator allows you to produce hundreds of identical items with the same effort as one, even under poor conditions, at the usual Stress cost.

Wreck

Destroy, dismantle, and obliterate objects made of Fire or powered by Fire.

The Outcome required depends on the size and structural strength of your target. A Standard Outcome is a car-sized hole in a brick or mortar wall. Larger or stronger targets require a Great Outcome. Smaller holes still require the same Outcome. Construction significantly weaker than mortar may only demand a Limited Outcome.

Blaze Bonfire

Burn like a bonfire or put one out. Noisy.

Just as crude as it sounds. You can start or put out fires up to bonfires, or strike with the force of a burning sledgehammer. In combat, Wreck may be at an advantage or disadvantage compared to Hunt, Finesse, and Skirmish, depending on the situation.

Blaze Furnace

Burn like a furnace or put one out.

This bypasses the strength of materials, allowing you to create or put out a fire up to the scale of a blast furnace. You can also use this to smash like a fine, potent, white-hot sledgehammer.

Blaze Ash

Blaze Furnace that silently reduces targets to fine ash.

The difference from Blaze Furnace is that wrecking things is now silent. It leaves fewer traces — what you wreck disappears. You can eliminate evidence, leaving only fine ash.

Blaze Firestorm

Create a firestorm or put one out.

Rather straightforward, this just scales things up to the level of burning multiple city blocks.