Difference between revisions of "Fire Powers (FiD)"

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{{FiD}}
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{{FiD-Powers}}Fire is an element of transformation, it can destroy but also transform and forge other elements.
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]
 
Fire is an element of transformation, it can destroy but also forge.
 
  
 
Fire is the the element of energy and change; it fuels the processes of the world.  
 
Fire is the the element of energy and change; it fuels the processes of the world.  
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But it has a peaceful side as well in the application of intelligence, crafts and industry.
 
But it has a peaceful side as well in the application of intelligence, crafts and industry.
  
Fire attacks are direct and deadly.  
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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.
 
Fire creatures include fire elementals, fire-breathing dragons, and other monsters with fire powers.
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It includes desert animals, which can also be affected by [[Animal Powers (FiD)|Animal]] powers.
 
It includes desert animals, which can also be affected by [[Animal Powers (FiD)|Animal]] powers.
  
 +
=== Fire Abilities ===
 
{| class="wikitable"  
 
{| class="wikitable"  
|align="center" | '''Action'''  
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|valign=bottom | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br>  3 Stress
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|align="center" valign=bottom | '''Basic'''     
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br>  5 Stress
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|align="center" valign=bottom | '''Advanced'''  
|align="center" | '''Master'''  <br> Minimum 4 Dice <br>  7 Stress
+
|align="center" valign=bottom | '''Master'''   
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
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|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'''  
|valign="top"| '''Pyro Perception''' <br> You can detect fire creatures and fire powers.  
+
|valign="top"| '''[[#Pyro Pressure|Pyro Pressure]]'''   <br> Intimidate with Fire.
|valign="top"| '''Pyro Purge'''     <br> You can force a fire creature that is native to another plane of existence to return to that plane, or to end the effect of a fire power ability.  
+
|valign="top"| '''[[#Pyro Purge|Pyro Purge]]'''         <br> Dismiss Fire.
|valign="top"| '''Pyro Pact'''       <br> You can call a fire creature from another plane. This is generally an unwilling servant. It will obey one command from you and this can be extended.  
+
|valign="top"| '''[[#Pyro Pact|Pyro Pact]]'''           <br> Summon Fire.
|valign="top"| '''Pyro Passage'''   <br> You can create a portal that allows travel to and from the plane of fire for a limited time.  
+
|valign="top"| '''[[#Pyro Passage|Pyro Passage]]'''     <br> Fire Gate.
 
 
 
|-
 
|-
 
|align="left" valign="top" | '''Command'''  
 
|align="left" valign="top" | '''Command'''  
|valign="top"| '''Ember Edict'''       <br> You can speak to fire creatures even if normally couldn't, allowing you to use the command action on them. You cannot understand them.
+
|valign="top"| '''[[#Pyro Pressure|Pyro Pressure]]'''     <br> Intimidate with Fire.
|valign="top"| '''Pyro Parley'''       <br> You and allies can communicate with fire creatures.
+
|valign="top"| '''[[#Pyro Projection|Pyro Projection]]''' <br> Signal with Fire.
|valign="top"| '''Pyro Potentate'''   <br> You can give commands to fire creatures, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.  
+
|valign="top"| '''[[#Pyro Potentate|Pyro Potentate]]'''   <br> Command Fire creatures.
|valign="top"| '''Ember Enslavement''' <br> You can permanently bind fire creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
+
|valign="top"| '''[[#Pyro Primacy|Pyro Primacy]]'''       <br> Bind Fire creatures.
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''  
 
|align="left" valign="top" | '''Consort'''  
|valign="top"| '''Fire Fashion'''     <br> You add fire, smoke, or soot to a body, clothes and accessories. This can mask your identity or create fabulous outfits.  
+
|valign="top"| '''[[#Ember Embellishment|Ember Embellishment]]''' <br> Fire accessories.
|valign="top"| '''Ember Embodiment''' <br> You assume the form of a fire creature. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
+
|valign="top"| '''[[#Ember Embodiment|Ember Embodiment]]'''       <br> Assume Fire form.
|valign="top"| '''Ember Enchantment''' <br> You can shapechange a willing or helpless creatures into fire creatures. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
+
|valign="top"| '''[[#Ember Enchantment|Ember Enchantment]]'''     <br> Transform Crew.
|valign="top"| '''Heat Hounds'''       <br> You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
+
|valign="top"| '''[[#Ember Embrace|Ember Embrace]]'''             <br> Transform a gang.
 
|-
 
|-
 
|align="left" valign="top" | '''Finesse'''  
 
|align="left" valign="top" | '''Finesse'''  
|valign="top"| '''Ember Express'''     <br> You can ride a fire creature or combustion-powered vehicle as if it is domesticated and you have the keys.
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|valign="top"| '''[[#Ember Excursion|Ember Excursion]]''' <br> Ride Fire.
|valign="top"| '''Ember Assault'''    <br> You can use fire as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
+
|valign="top"| '''[[#Ember Assault|Ember Assault]]'''    <br> Fire melee.
|valign="top"| '''Pyro Precision'''   <br> You can do fine manipulation of fire, allowing you to apply very precise heat or flame. Can cause precise destruction or create patterns or letters of fire.
+
|valign="top"| '''[[#Ember Entropy|Ember Entropy]]'''     <br> Fine Fire control.
|valign="top"| '''Ember Ensnarement''' <br> Create a maze of fire, suppressing the effect of multiple opponents and acting as a fine potent weapon.  
+
|valign="top"| '''[[#Ember Ejection|Ember Ejection]]'''   <br> Rocket ride.
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''  
 
|align="left" valign="top" | '''Hunt'''  
|valign="top"| '''Pyro Pursuit'''       <br> You can track by following traces of heat.
+
|valign="top"| '''[[#Blaze Beacon|Blaze Beacon]]'''     <br> Track heat trail.
|valign="top"| '''Blaze Bullet'''       <br> You can use fire to attack at range, similar in effect to a fine and potent rifle.
+
|valign="top"| '''[[#Blaze Bullet|Blaze Bullet]]'''     <br> Fine & Potent Fire Shot.
|valign="top"| '''Fireball'''           <br> You can use fire to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
+
|valign="top"| '''[[#Blaze Blackout|Blaze Blackout]]''' <br> Control smoke.
|valign="top"| '''Combustion Cascade''' <br> You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. This can raze buildings and create rubble. Usually enough to provide cover for any escape.
+
|valign="top"| '''[[#Blaze Barrage|Blaze Barrage]]'''   <br> Fireball.
 
|-
 
|-
 
|align="left" valign="top" | '''Prowl'''  
 
|align="left" valign="top" | '''Prowl'''  
|valign="top"| '''Smoke Shroud''' <br> You can hide in smoke and ash without discomfort. You can breathe smoke without damage or hindrance.
+
|valign="top"| '''[[#Pall Phantom|Pall Phantom]]'''   <br> Hide in smoke.
|valign="top"| '''Pyro Path'''     <br> You can move on and through areas of fire, smoke, ash, and lava without danger as long as you don't stop. You can do rocket-assisted jumps.
+
|valign="top"| '''[[#Pall Plume|Pall Plume]]'''       <br> Fire push.
|valign="top"| '''Blaze Brigade''' <br> You can bring allies along when you use Smoke Shroud and Pyro Path.
+
|valign="top"| '''[[#Pall Pact|Pall Pact]]'''         <br> Crew Pall Phantom & Plume.
|valign="top"| '''Rocket Ride'''  <br> You can fly like a rocket. This is fast but imprecise. You can bring others along by touching them, this can be a chain of hands.
+
|valign="top"| '''[[#Pall Passage|Pall Passage]]'''  <br> Crew rocket travel.
 
|-
 
|-
 
|align="left" valign="top" | '''Skirmish'''  
 
|align="left" valign="top" | '''Skirmish'''  
|valign="top"| '''Pyro Punch'''     <br> You can use fire as a close-range attack, similar in effect to a melee weapon or pistol.  
+
|valign="top"| '''[[#Brand Block|Brand Block]]'''     <br> Fire protection.
|valign="top"| '''Pyro Power'''     <br> Same as Pyro Punch, except the weapon is fine and potent.
+
|valign="top"| '''[[#Brand Blade|Brand Blade]]'''     <br> Fire melee.
|valign="top"| '''Blaze Barrier'''   <br> Your fires can create obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
|valign="top"| '''[[#Brand Barrage|Brand Barrage]]''' <br> Gain Scale.
|valign="top"| '''Ember Explosion''' <br> Your fire strikes out in all directions, attacking all enemies in a wide area.  
+
|valign="top"| '''[[#Brand Bond|Brand Bond]]'''       <br> Group Action.
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''  
 
|align="left" valign="top" | '''Study'''  
|valign="top"| '''Infernal Insight'''       <br> You can identify objects and creatures of fire and see the use of the fire power.  
+
|valign="top"| '''[[#Ember Examiner|Ember Examiner]]'''     <br> Identify Fire.
|valign="top"| '''Ember Expertise'''         <br> You know the powers and abilities of something you analyze with Infernal Insight.
+
|valign="top"| '''[[#Ember Expertise|Ember Expertise]]'''   <br> Analyze Fire.
|valign="top"| '''Ember Echo'''             <br> You can read the past events of something hot, fire, ash, or igneous rock. This includes what happened nearby and how the thing was ignited or heated, but not its history beyond that.
+
|valign="top"| '''[[#Ember Echo|Ember Echo]]'''             <br> History of Fire.
|valign="top"| '''Conflagration Cognition''' <br> You apply Ember Expertise and Ember Echo to everything in a wide area. This is easy to do where you are, more difficult at range.
+
|valign="top"| '''[[#Ember Encyclopedia|Ember Encyclopedia]]''' <br> Area analysis.
 
|-
 
|-
 
|align="left" valign="top" | '''Survey'''  
 
|align="left" valign="top" | '''Survey'''  
|valign="top"| '''Pyre Perception''' <br> You can sense fire and fire creatures at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers.
+
|valign="top"| '''[[#Pyre Perception|Pyre Perception]]''' <br> See Fire.
|valign="top"| '''Pyre Peek'''       <br> Choose fire that you know of; you can perceive as if you were at that spot. You are blind when doing so.  
+
|valign="top"| '''[[#Pyre Periscope|Pyre Periscope]]'''   <br> Look through Fire.
|valign="top"| '''Hearth Homing'''   <br> Choose a location or creature. You Pyre Peek at the nearest fire, which is often close enough to perceive the target.
+
|valign="top"| '''[[#Pyre Probe|Pyre Probe]]'''           <br> Spy through Fire.
|valign="top"| '''Pyro Panopticon''' <br> You Pyre Peek from all fires at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
+
|valign="top"| '''[[#Pyre Panorama|Pyre Panorama]]'''     <br> Wide Fire view.
 
|-
 
|-
 
|align="left" valign="top" | '''Sway'''  
 
|align="left" valign="top" | '''Sway'''  
|valign="top"| '''Ember Empathy'''     <br> You can understand fire creatures even if normally couldn't, and to sense their motivations.  
+
|valign="top"| '''[[#Temper Telltale|Temper Telltale]]''' <br> Understand Fire.
|valign="top"| '''Flame Fellowship'''   <br> You and allies can communicate with fire creatures. You can make folk more energetic, fiery, and industrious.
+
|valign="top"| '''[[#Temper Tuning|Temper Tuning]]'''     <br> Sway Fire.
|valign="top"| '''Ember Entrancement''' <br> You can plant suggestions in the mind of a fire creature, which will be triggered under conditions you specify. This is a subtle power, but easier to spot once triggered.
+
|valign="top"| '''[[#Temper Trigger|Temper Trigger]]'''   <br> Suggest Fire.
|valign="top"| '''Inferno Induction''' <br> You change the personality and motivations of fire creatures. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations.  
+
|valign="top"| '''[[#Temper Takeover|Temper Takeover]]''' <br> Brainwash Fire creatures.
 
|-
 
|-
 
|align="left" valign="top" | '''Tinker'''  
 
|align="left" valign="top" | '''Tinker'''  
|valign="top"| '''Kindling Control''' <br> You can handle fire as if you had the appropriate tools and protective devices. You can create fire out of nothing.
+
|valign="top"| '''[[#Furnace Forger|Furnace Forger]]'''     <br> Craft Fire.
|valign="top"| '''Pyroshaping''' <br> You can shape fire as if it were of clay, and the fire will retain their new shape for some time even. You can forge, solder, and weld.
+
|valign="top"| '''[[#Furnace Flame|Furnace Flame]]'''     <br> Shape Fire.
|valign="top"| '''Molten Mastery''' <br> You can transform an object by precise heat treatment. This works particularly well on metals. You can create fine and potent items this way.
+
|valign="top"| '''[[#Furnace Fusion|Furnace Fusion]]'''   <br> Fire of transformation.
|valign="top"| '''Ember Engineering''' <br> This is similar to Molten Mastery but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
+
|valign="top"| '''[[#Furnace Fabricator|Furnace Fabricator]]''' <br> Fabricate Fire.
 
|-
 
|-
 
|align="left" valign="top" | '''Wreck'''  
 
|align="left" valign="top" | '''Wreck'''  
|valign="top"| '''Flame Flare'''     <br> You can burn like a small fire or put one out. Noisy and leaves a twisted object in place.  
+
|valign="top"| '''[[#Raze Rip|Raze Rip]]'''         <br> Fire wrecking.
|valign="top"| '''Ignition Impact''' <br> Similar to Flame Flare, except more powerful; works like a cutting torch or bonfire. Works as a fine potent sledgehammer in combat.
+
|valign="top"| '''[[#Raze Ruin|Raze Ruin]]'''       <br> Fine & Potent wrecking.
|valign="top"| '''Ash Annihilation''' <br> Similar to Ignition Impact, but destroyed targets silently disappear or are reduced to a fine ash.
+
|valign="top"| '''[[#Raze Reduce|Raze Reduce]]'''   <br> Silent wrecking.
|valign="top"| '''Pyre Pandemonium''' <br> Similar to Ignition Impact, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.  
+
|valign="top"| '''[[#Raze Ravage|Raze Ravage]]'''   <br> Wide wrecking.
 
|}
 
|}
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 +
== Expanded Fire Abilities ==
 +
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.
 +
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<div style="text-align:center;"> — [[#top|Back to top]] — </div>
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=== 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.
 +
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Detect Fire creatures and Fire powers.
 +
{{ : Include Attune Basic Detect Powers (FiD) }}
 +
 +
==== Pyro Purge ====
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Dismiss Fire.
 +
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You can dispel any Fire power and powers affecting fires or Fire creatures.
 +
{{ : Include Attune Dispel Materialize Spirits (FiD) }}
 +
 +
==== Pyro Pact ====
 +
Summon Fire.
 +
 +
''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.
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 +
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.
 +
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{{ : Include Attune Summon (FiD) }}
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Not all creatures with powers are summonable or dismissible. Many are native to this world and have no special vulnerability to Attune power effects.
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 +
==== Pyro Passage ====
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Fire Gate.
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Create a two-way passage to a plane dominated by Fire.
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This is situational, but vital when needed. 
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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.
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The City of Brass, home of the efreet, is an important location here.
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{{ : Include Attune Gate (FiD) }}
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<div style="text-align:center;"> — [[#top|Back to top]] — </div>
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 +
=== 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.
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 +
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.
 +
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==== Pyro Projection ====
 +
Signal with Fire.
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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.
 +
 +
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.
 +
 +
Position depends on the target’s true relationship to you.   
 +
A '''Controlled Position''' comes from a creature that already agrees you outrank it, with failure making further attempts more difficult. 
 +
A '''Risky Position''' is typical against equals.
 +
Ordering a creature that considers itself your superior is a '''Desperate Position'''.
 +
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Fire inspires fear more readily than loyalty. Making city guards flee requires less Effect than ordering them about.
 +
 +
==== Pyro Primacy ====
 +
Bind Fire creatures.
 +
 +
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.
 +
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<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 +
 +
=== 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 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.
 +
 +
You can use this on your entire Crew as an Advanced ability.
 +
 +
==== Ember Embodiment ====
 +
Assume Fire form.
 +
 +
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.
 +
 +
Ember Embodiment 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 abilities inherently without suffering Stress.
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 +
The duration depends on the Outcome.
 +
 +
* '''Limited Outcome''' is very temporary.
 +
* '''Standard Outcome''' lasts for the duration of a score.
 +
* '''Great Outcome''' lasts a long time. Used as poetic justice, it can be permanent.
 +
 +
==== Ember Enchantment ====
 +
Transform Crew.
 +
 +
Ember Embodiment a willing or helpless creature.
 +
The duration depends on the Outcome.
 +
 +
* '''Limited Outcome''' is very temporary.
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* '''Standard Outcome''' lasts for the duration of a score.
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* '''Great Outcome''' lasts a long time, depending on the story. Used as a poetic justice, this can be permanent.
 +
 +
Making the target unrecognizable requires additional Effect; see Ember Embodiment.
 +
 +
==== Ember Embrace ====
 +
Transform a gang.
 +
 +
Transform multiple willing or non-sentient creatures and give them a task.
 +
{{ : Apex Consort }}
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<div style="text-align:center;"> — [[#top|Back to top]] — </div>
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=== Finesse ===
 +
Exercise finesse with Fire, manipulating and attacking with precision.
 +
 +
==== Ember Excursion ====
 +
Ride Fire.
 +
 +
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.
 +
Fire mounts include any Fire creature that is not [[Mind_Powers_(FiD)#Sapient|Sapient]].
 +
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 ability.
 +
 +
==== Ember Assault ====
 +
Fire melee.
 +
 +
Fire as a Fine and Potent close-range attack.
 +
Besides variety in damage, this only substitutes for equipment, a 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 Entropy ====
 +
Fine Fire control.
 +
 +
Create or control a small flame, igniting or momentarily heating a precise spot. {{ Include Finesse Master }}
 +
 +
==== Ember Ejection ====
 +
Rocket ride.
 +
 +
Allow your crew and your mounts and vehicles to rocket, flying very quickly but lack of precision. Once you land, the ability ends.
 +
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<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 +
 +
=== Hunt ===
 +
Track, attack, and unleash devastating barrages with Fire. 
 +
At short range, this can be dangerous to you and yours.
 +
 +
==== Blaze Beacon ====
 +
Track 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.
 +
 +
==== Blaze Bullet ====
 +
Fine & Potent Fire Shot.
 +
 +
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.
 +
 +
==== Blaze Blackout ====
 +
Control smoke.
 +
 +
You control smoke and can warm the environment over an Area (p. 221). 
 +
This does not inflict direct damage.
 +
You can affect an an Area (p. 221), 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; inflicts no instant damage but prolonged exposure is dangerous.
 +
 +
Blaze Blackout 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.
 +
 +
==== Blaze Barrage ====
 +
Fireball.
 +
 +
An escalation of Blaze Bullet. Less precise, this affects all creatures in an Area (p. 221) and carries a significant risk of collateral damage. 
 +
 +
Blaze Barrage is unusually effective against cover. When targets are behind cover, reduce Effect by one step instead of having targets automatically duck and cover.
 +
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 +
 +
=== Prowl ===
 +
Move with stealth and agility among smoke and embers.
 +
 +
==== Pall Phantom ====
 +
Hide in smoke.
 +
 +
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.
 +
 +
==== Pall Plume ====
 +
Fire push.
 +
 +
Move through Fire, smoke, ash, and lava. Perform rocket-assisted jumps.
 +
You can climb on smoke and flame and perform rocket-assisted jumps to a spot you can see. 
 +
These movements are fast but clumsy and risky. 
 +
Your crew cannot use this ability unless you employ Blaze Brigade, below.
 +
 +
==== Pall Pact ====
 +
Crew Pall Phantom & Plume.
 +
 +
Bring allies along when you use Pall Phantom and Pall Plume.
 +
You and your allies can now Prowl in places where your power is at home. 
 +
They still use their own Prowl Action.
 +
This often is a Group Action.
 +
 +
==== Pall Passage ====
 +
Crew rocket travel.
 +
 +
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.
 +
 +
Pall Passage 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, Pall Passage is excellent for escapes, but less effective for intrusions into hostile territory where you lack familiarity.
 +
 +
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 +
 +
=== Skirmish ===
 +
Prosper in the chaos of battle.
 +
 +
==== Brand Block ====
 +
Fire 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.
 +
{{ : Damage Resistance Template (FiD)}}
 +
 +
==== Brand Blade ====
 +
Fire melee.
 +
 +
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.
 +
 +
==== Brand Barrage====
 +
Gain Scale.
 +
 +
You turn yourself into a firestorm, giving you Scale (p. 221) and a Brand Blade attack.
 +
 +
==== Brand Bond ====
 +
Group Action.
 +
 +
This allows you and allies to initiate a Group Action when acting recklessly, in chaos, or when crafting. {{ : Apex Skirmish Include (FiD) }}
 +
 +
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 +
 +
=== Study ===
 +
Study and analyze objects and creatures imbued with Fire to gain insight and knowledge.
 +
The Effect required depends on range:
 +
* '''Limited''' Outcome for touch.
 +
* '''Standard''' Outcome for line of sight.
 +
* '''Great''' Outcome 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 is dangerous in itself, worsening Position.
 +
Consequences may provide incomplete or misleading information, or introduce an external complication.
 +
 +
==== Ember Examiner ====
 +
Identify 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.
 +
 +
==== Ember Expertise ====
 +
Analyze 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.
 +
 +
==== Ember Echo ====
 +
History of Fire.
 +
 +
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 ====
 +
Area analysis.
 +
 +
Ember Expertise on an Area (p. 221), then Ember Echo for three 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.
 +
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 +
 +
=== Survey ===
 +
Perceive and locate Fire and combustibles. 
 +
The Outcome you need depends on the target’s concealment. 
 +
* '''Limited Outcome''' finds things hiding behind cover or in distant places you can barely see. 
 +
* '''Standard Outcome''' can look behind walls and into hard cover. 
 +
* '''Great Outcome''' can look into far-away places and spots you had no idea existed.
 +
 +
==== Pyre Perception ====
 +
See Fire.
 +
 +
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 Periscope ====
 +
Look through Fire.
 +
 +
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.
 +
 +
==== Pyre Probe ====
 +
Spy through 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. 
 +
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.
 +
 +
==== Pyre Panorama ====
 +
Wide Fire view.
 +
 +
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.
 +
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 +
 +
=== 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.
 +
 +
==== Temper Telltale ====
 +
Understand Fire.
 +
 +
Understand Fire creatures and sense fiery motivations.
 +
You can talk to and gauge the mood and motivations of Fire creatures. 
 +
You can also sense when any kind of creature is in an energetic, fiery, or industrious mood.
 +
 +
==== Temper Tuning ====
 +
Sway Fire.
 +
 +
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.
 +
 +
==== Temper Trigger ====
 +
Suggest Fire.
 +
 +
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.
 +
 +
==== Temper Takeover ====
 +
Brainwash Fire creatures.
 +
 +
Permanently alter the personality and motivations of a Fire creature that is in your power.
 +
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.
 +
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 +
 +
=== 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.
 +
{{ : Include Tinker (FiD) }}
 +
 +
==== Furnace Forger ====
 +
Craft Fire.
 +
 +
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.
 +
 +
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 ====
 +
Fire of transformation.
 +
 +
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 ====
 +
Fabricate Fire.
 +
 +
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.
 +
 +
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 +
 +
=== Wreck ===
 +
Destroy, dismantle, and obliterate objects made of Fire or powered by Fire.
 +
In addition you can put out fires and reduce heat.
 +
 +
The Outcome required depends on the size and structural strength of the target. Creating a smaller breach still requires the same Outcome.
 +
 +
* '''Standard''' Outcome is sufficient to create a car-sized breach in a brick or mortar wall.
 +
* '''Limited''' Outcome suffices for construction significantly weaker than this.
 +
* '''Greater''' Outcome is required for larger holes or stronger structures.
 +
 +
Fire is especially effective against soft and burnable things like wood, that may continue to burn after ignition.
 +
This does damage over time, consumes oxygen, and creates toxic smoke.
 +
As usual, Wreck may be at an advantage or disadvantage compared to Hunt, Finesse, or Skirmish, depending on the situation.
 +
 +
==== Raze Rip ====
 +
Fire wrecking.
 +
 +
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 fiery sledgehammer. 
 +
 +
==== Raze Ruin ====
 +
Fine & Potent wrecking.
 +
 +
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.
 +
Can burn even metals and crack stone and other items resistant to ordinary fire as if they were wood, but you cannot burn truly fire-resistant materials like concrete, ceramics, or asbestos.
 +
 +
You can also use this in combat smash like a Fine and Potent, white-hot sledgehammer.
 +
 +
==== Raze Reduce ====
 +
Silent wrecking.
 +
 +
Raze Ruin that silently reduces targets to fine ash.
 +
The difference from Raze Ruin is that wrecking things is now silent.
 +
It leaves fewer traces — what you wreck disappears, leaving only fine ash.
 +
You can eliminate most evidence, tough it is obvious that a fire has happened.
 +
 +
==== Raze Ravage ====
 +
Wide wrecking.
 +
 +
Create a firestorm or put one out, affecting an Area (p. 221).
 +
Rather straightforward, this just scales things up to the level of burning multiple city blocks.
 +
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>

Latest revision as of 16:19, 13 February 2026

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark Powers

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 Abilities

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 Fire.
Pyro Pact
Summon Fire.
Pyro Passage
Fire Gate.
Command Pyro Pressure
Intimidate with Fire.
Pyro Projection
Signal with Fire.
Pyro Potentate
Command Fire creatures.
Pyro Primacy
Bind Fire creatures.
Consort Ember Embellishment
Fire accessories.
Ember Embodiment
Assume Fire form.
Ember Enchantment
Transform Crew.
Ember Embrace
Transform a gang.
Finesse Ember Excursion
Ride Fire.
Ember Assault
Fire melee.
Ember Entropy
Fine Fire control.
Ember Ejection
Rocket ride.
Hunt Blaze Beacon
Track heat trail.
Blaze Bullet
Fine & Potent Fire Shot.
Blaze Blackout
Control smoke.
Blaze Barrage
Fireball.
Prowl Pall Phantom
Hide in smoke.
Pall Plume
Fire push.
Pall Pact
Crew Pall Phantom & Plume.
Pall Passage
Crew rocket travel.
Skirmish Brand Block
Fire protection.
Brand Blade
Fire melee.
Brand Barrage
Gain Scale.
Brand Bond
Group Action.
Study Ember Examiner
Identify Fire.
Ember Expertise
Analyze Fire.
Ember Echo
History of Fire.
Ember Encyclopedia
Area analysis.
Survey Pyre Perception
See Fire.
Pyre Periscope
Look through Fire.
Pyre Probe
Spy through Fire.
Pyre Panorama
Wide Fire view.
Sway Temper Telltale
Understand Fire.
Temper Tuning
Sway Fire.
Temper Trigger
Suggest Fire.
Temper Takeover
Brainwash Fire creatures.
Tinker Furnace Forger
Craft Fire.
Furnace Flame
Shape Fire.
Furnace Fusion
Fire of transformation.
Furnace Fabricator
Fabricate Fire.
Wreck Raze Rip
Fire wrecking.
Raze Ruin
Fine & Potent wrecking.
Raze Reduce
Silent wrecking.
Raze Ravage
Wide wrecking.

Expanded Fire Abilities

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.

Back to top

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.

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 Fire.

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 or de-materialize is easy, but limited in range. The spirit cannot return under its own power for a while, usually after the score.

  • Limited Outcome only works on spirits within reach.
  • Standard Outcome covers an area based on your tier (p 220).
  • Great Outcome reaches out to a range covered by tier (p 220).

Dismissing a creature back to its home plane and usually requires a high Outcome.

  • Limited Outcome: Dismissing a creature that wants to return.
  • Standard Outcome: Dismissing a weakened or damaged creature.
  • Great Outcome: This is the norm, most dismissing requires this Outcome.

Pyro Pact

Summon Fire.

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 Cohorts: Creatures you summon function as temporary cohorts (p. 96) — 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:

  • Half-hearted efforts
  • Demanding not to be summoned again
  • Breaking things or demanding concessions
  • A short fight to assert dominance
  • Deliberate sabotage
  • 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

Fire Gate.

Create a two-way passage to a plane dominated by 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.

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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.

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

Signal with Fire.

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.

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.

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

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

Pyro Primacy

Bind Fire creatures.

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.

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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 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.

You can use this on your entire Crew as an Advanced ability.

Ember Embodiment

Assume Fire form.

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.

Ember Embodiment 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 abilities inherently without suffering Stress.

The duration depends on the Outcome.

  • Limited Outcome is very temporary.
  • Standard Outcome lasts for the duration of a score.
  • Great Outcome lasts a long time. Used as poetic justice, it can be permanent.

Ember Enchantment

Transform Crew.

Ember Embodiment a willing or helpless creature. The duration depends on the Outcome.

  • Limited Outcome is very temporary.
  • Standard Outcome lasts for the duration of a score.
  • Great Outcome lasts a long time, depending on the story. Used as a poetic justice, this can be permanent.

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

Ember Embrace

Transform a gang.

Transform multiple willing or non-sentient creatures and give them a task. This is where Consort becomes similar to an Attune ability to summon. 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.

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Finesse

Exercise finesse with Fire, manipulating and attacking with precision.

Ember Excursion

Ride Fire.

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. Fire mounts include any Fire creature that is not Sapient. 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 ability.

Ember Assault

Fire melee.

Fire as a Fine and Potent close-range attack. Besides variety in damage, this only substitutes for equipment, a 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 Entropy

Fine Fire control.

Create or control a small flame, igniting or momentarily heating a precise spot. The effect is small, precise, and momentary. When it is able to create leverage, you may roll Finesse to Set Up yourself. Resolve this as a normal Set Up, then immediately roll the Action you are Setting Up.

Ember Ejection

Rocket ride.

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

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Hunt

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

Blaze Beacon

Track 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.

Blaze Bullet

Fine & Potent Fire Shot.

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.

Blaze Blackout

Control smoke.

You control smoke and can warm the environment over an Area (p. 221). This does not inflict direct damage. You can affect an an Area (p. 221), 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; inflicts no instant damage but prolonged exposure is dangerous.

Blaze Blackout 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.

Blaze Barrage

Fireball.

An escalation of Blaze Bullet. Less precise, this affects all creatures in an Area (p. 221) and carries a significant risk of collateral damage.

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

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Prowl

Move with stealth and agility among smoke and embers.

Pall Phantom

Hide in smoke.

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.

Pall Plume

Fire push.

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

Pall Pact

Crew Pall Phantom & Plume.

Bring allies along when you use Pall Phantom and Pall Plume. You and your allies can now Prowl in places where your power is at home. They still use their own Prowl Action. This often is a Group Action.

Pall Passage

Crew rocket travel.

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.

Pall Passage 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, Pall Passage is excellent for escapes, but less effective for intrusions into hostile territory where you lack familiarity.

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Skirmish

Prosper in the chaos of battle.

Brand Block

Fire 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.

Brand Blade

Fire melee.

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.

Brand Barrage

Gain Scale.

You turn yourself into a firestorm, giving you Scale (p. 221) and a Brand Blade attack.

Brand Bond

Group Action.

This allows you and allies to initiate a Group Action when acting recklessly, in chaos, or when crafting. You may do this even when some participants would not normally be able to contribute meaningfully due to physical limitation, Scale, or environmental constraint.

You lead the Group Action and roll Skirmish. Choose the Action most appropriate to the shared physical task. Each participant other than you rolls that Action. Stress to the leader is resolved as normal for a Group Action.

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Study

Study and analyze objects and creatures imbued with Fire to gain insight and knowledge. The Effect required depends on range:

  • Limited Outcome for touch.
  • Standard Outcome for line of sight.
  • Great Outcome 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 is dangerous in itself, worsening Position. Consequences may provide incomplete or misleading information, or introduce an external complication.

Ember Examiner

Identify 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.

Ember Expertise

Analyze 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.

Ember Echo

History of Fire.

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

Area analysis.

Ember Expertise on an Area (p. 221), then Ember Echo for three 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.

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Survey

Perceive and locate Fire and combustibles. The Outcome you need depends on the target’s concealment.

  • Limited Outcome finds things hiding behind cover or in distant places you can barely see.
  • Standard Outcome can look behind walls and into hard cover.
  • Great Outcome can look into far-away places and spots you had no idea existed.

Pyre Perception

See Fire.

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 Periscope

Look through Fire.

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.

Pyre Probe

Spy through 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. 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.

Pyre Panorama

Wide Fire view.

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.

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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.

Temper Telltale

Understand Fire.

Understand Fire creatures and sense fiery motivations. You can talk to and gauge the mood and motivations of Fire creatures. You can also sense when any kind of creature is in an energetic, fiery, or industrious mood.

Temper Tuning

Sway Fire.

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.

Temper Trigger

Suggest Fire.

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.

Temper Takeover

Brainwash Fire creatures.

Permanently alter the personality and motivations of a Fire creature that is in your power. 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.

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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 you are, very complex, or of higher Quality Level than your Tier increases the needed Outcome.

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

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

Furnace Forger

Craft Fire.

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.

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

Fire of transformation.

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

Fabricate Fire.

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.

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Wreck

Destroy, dismantle, and obliterate objects made of Fire or powered by Fire. In addition you can put out fires and reduce heat.

The Outcome required depends on the size and structural strength of the target. Creating a smaller breach still requires the same Outcome.

  • Standard Outcome is sufficient to create a car-sized breach in a brick or mortar wall.
  • Limited Outcome suffices for construction significantly weaker than this.
  • Greater Outcome is required for larger holes or stronger structures.

Fire is especially effective against soft and burnable things like wood, that may continue to burn after ignition. This does damage over time, consumes oxygen, and creates toxic smoke. As usual, Wreck may be at an advantage or disadvantage compared to Hunt, Finesse, or Skirmish, depending on the situation.

Raze Rip

Fire wrecking.

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 fiery sledgehammer.

Raze Ruin

Fine & Potent wrecking.

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. Can burn even metals and crack stone and other items resistant to ordinary fire as if they were wood, but you cannot burn truly fire-resistant materials like concrete, ceramics, or asbestos.

You can also use this in combat smash like a Fine and Potent, white-hot sledgehammer.

Raze Reduce

Silent wrecking.

Raze Ruin that silently reduces targets to fine ash. The difference from Raze Ruin is that wrecking things is now silent. It leaves fewer traces — what you wreck disappears, leaving only fine ash. You can eliminate most evidence, tough it is obvious that a fire has happened.

Raze Ravage

Wide wrecking.

Create a firestorm or put one out, affecting an Area (p. 221). Rather straightforward, this just scales things up to the level of burning multiple city blocks.

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