Difference between revisions of "Fire Powers (FiD)"
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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 | + | === Fire Abilities === |
| − | |||
{| class="wikitable" | {| class="wikitable" | ||
|valign=bottom | '''Action''' | |valign=bottom | '''Action''' | ||
| Line 37: | Line 36: | ||
|- | |- | ||
|align="left" valign="top" | '''Attune''' | |align="left" valign="top" | '''Attune''' | ||
| − | |valign="top"| '''Pyro Pressure''' <br> Intimidate with Fire. | + | |valign="top"| '''[[#Pyro Pressure|Pyro Pressure]]''' <br> Intimidate with Fire. |
| − | |valign="top"| '''Pyro Purge''' | + | |valign="top"| '''[[#Pyro Purge|Pyro Purge]]''' <br> Dismiss Fire. |
| − | |valign="top"| '''Pyro Pact''' | + | |valign="top"| '''[[#Pyro Pact|Pyro Pact]]''' <br> Summon Fire. |
| − | |valign="top"| '''Pyro Passage''' | + | |valign="top"| '''[[#Pyro Passage|Pyro Passage]]''' <br> Fire Gate. |
| − | |||
|- | |- | ||
|align="left" valign="top" | '''Command''' | |align="left" valign="top" | '''Command''' | ||
| − | |valign="top"| '''Pyro | + | |valign="top"| '''[[#Pyro Pressure|Pyro Pressure]]''' <br> Intimidate with Fire. |
| − | |valign="top"| '''Pyro Projection''' | + | |valign="top"| '''[[#Pyro Projection|Pyro Projection]]''' <br> Signal with Fire. |
| − | |valign="top"| '''Pyro Potentate''' | + | |valign="top"| '''[[#Pyro Potentate|Pyro Potentate]]''' <br> Command Fire creatures. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Pyro Primacy|Pyro Primacy]]''' <br> Bind Fire creatures. |
|- | |- | ||
|align="left" valign="top" | '''Consort''' | |align="left" valign="top" | '''Consort''' | ||
| − | |valign="top"| '''Ember Embellishment''' <br> Fire | + | |valign="top"| '''[[#Ember Embellishment|Ember Embellishment]]''' <br> Fire accessories. |
| − | |valign="top"| '''Ember Embodiment''' | + | |valign="top"| '''[[#Ember Embodiment|Ember Embodiment]]''' <br> Assume Fire form. |
| − | |valign="top"| '''Ember Enchantment''' | + | |valign="top"| '''[[#Ember Enchantment|Ember Enchantment]]''' <br> Transform Crew. |
| − | |valign="top"| '''Ember Embrace''' | + | |valign="top"| '''[[#Ember Embrace|Ember Embrace]]''' <br> Transform a gang. |
|- | |- | ||
|align="left" valign="top" | '''Finesse''' | |align="left" valign="top" | '''Finesse''' | ||
| − | |valign="top"| '''Ember Excursion''' <br> Ride | + | |valign="top"| '''[[#Ember Excursion|Ember Excursion]]''' <br> Ride Fire. |
| − | |valign="top"| '''Ember Assault''' | + | |valign="top"| '''[[#Ember Assault|Ember Assault]]''' <br> Fire melee. |
| − | |valign="top"| '''Ember Express''' | + | |valign="top"| '''[[#Ember Express|Ember Express]]''' <br> Fire ride. |
| − | |valign="top"| '''Ember Ejection''' | + | |valign="top"| '''[[#Ember Ejection|Ember Ejection]]''' <br> Rocket ride. |
|- | |- | ||
|align="left" valign="top" | '''Hunt''' | |align="left" valign="top" | '''Hunt''' | ||
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Blaze Beacon|Blaze Beacon]]''' <br> Track traces of Heat. |
| − | |valign="top"| '''Blaze Bullet''' <br> Fire | + | |valign="top"| '''[[#Blaze Bullet|Blaze Bullet]]''' <br> Fine & Potent Fire Shot. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Blaze Blackout|Blaze Blackout]]''' <br> Control smoke. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Blaze Barrage|Blaze Barrage]]''' <br> Fireball. |
|- | |- | ||
|align="left" valign="top" | '''Prowl''' | |align="left" valign="top" | '''Prowl''' | ||
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Pall Phantom|Pall Phantom]]''' <br> Hide in smoke. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Pall Plume|Pall Plume]]''' <br> Fire push. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Pall Pact|Pall Pact]]''' <br> Crew Pall Phantom & Plume. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Pall Passage|Pall Passage]]''' <br> Crew rocket travel. |
|- | |- | ||
|align="left" valign="top" | '''Skirmish''' | |align="left" valign="top" | '''Skirmish''' | ||
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Brand Block|Brand Block]]''' <br> Fire protection. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Brand Blade|Brand Blade]]''' <br> Fire melee. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Brand Barrier|Brand Barrier]]''' <br> Fire barriers. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Brand Barrage|Brand Barrage]]''' <br> Area melee. |
|- | |- | ||
|align="left" valign="top" | '''Study''' | |align="left" valign="top" | '''Study''' | ||
| − | |valign="top"| '''Ember Examiner''' <br> Identify | + | |valign="top"| '''[[#Ember Examiner|Ember Examiner]]''' <br> Identify Fire. |
| − | |valign="top"| '''Ember Expertise''' | + | |valign="top"| '''[[#Ember Expertise|Ember Expertise]]''' <br> Analyze Fire. |
| − | |valign="top"| '''Ember Echo''' | + | |valign="top"| '''[[#Ember Echo|Ember Echo]]''' <br> History of Fire. |
| − | |valign="top"| '''Ember Encyclopedia''' <br> | + | |valign="top"| '''[[#Ember Encyclopedia|Ember Encyclopedia]]''' <br> Area analysis. |
|- | |- | ||
|align="left" valign="top" | '''Survey''' | |align="left" valign="top" | '''Survey''' | ||
| − | |valign="top"| '''Pyre Perception''' <br> | + | |valign="top"| '''[[#Pyre Perception|Pyre Perception]]''' <br> See Fire. |
| − | |valign="top"| '''Pyre | + | |valign="top"| '''[[#Pyre Periscope|Pyre Periscope]]''' <br> Look through Fire. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Pyre Probe|Pyre Probe]]''' <br> Spy through Fire. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Pyre Panorama|Pyre Panorama]]''' <br> Wide Fire view. |
|- | |- | ||
|align="left" valign="top" | '''Sway''' | |align="left" valign="top" | '''Sway''' | ||
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Temper Telltale|Temper Telltale]]''' <br> Understand Fire. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Temper Tuning|Temper Tuning]]''' <br> Sway Fire. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Temper Trigger|Temper Trigger]]''' <br> Suggest Fire. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Temper Takeover|Temper Takeover]]''' <br> Brainwash Fire creatures. |
|- | |- | ||
|align="left" valign="top" | '''Tinker''' | |align="left" valign="top" | '''Tinker''' | ||
| − | |valign="top"| '''Furnace Forger''' <br> | + | |valign="top"| '''[[#Furnace Forger|Furnace Forger]]''' <br> Craft Fire. |
| − | |valign="top"| '''Furnace Flame''' <br> Shape | + | |valign="top"| '''[[#Furnace Flame|Furnace Flame]]''' <br> Shape Fire. |
| − | |valign="top"| '''Furnace Fusion''' | + | |valign="top"| '''[[#Furnace Fusion|Furnace Fusion]]''' <br> Fire of transformation. |
| − | |valign="top"| '''Furnace Fabricator''' <br> | + | |valign="top"| '''[[#Furnace Fabricator|Furnace Fabricator]]''' <br> Fabricate Fire. |
|- | |- | ||
|align="left" valign="top" | '''Wreck''' | |align="left" valign="top" | '''Wreck''' | ||
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Raze Rip|Raze Rip]]''' <br> Fire wrecking. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Raze Ruin|Raze Ruin]]''' <br> Fine & Potent wrecking. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Raze Reduce|Raze Reduce]]''' <br> Silent wrecking. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Raze Ravage|Raze Ravage]]''' <br> Wide wrecking. |
|} | |} | ||
| − | |||
| − | |||
== Expanded Fire Abilities == | == Expanded Fire Abilities == | ||
| Line 129: | Line 125: | ||
==== Pyro Perception ==== | ==== Pyro Perception ==== | ||
| + | Detect Fire. | ||
| + | |||
Detect Fire creatures and Fire powers. | Detect Fire creatures and Fire powers. | ||
| − | |||
{{ : Include Attune Basic Detect Powers (FiD) }} | {{ : Include Attune Basic Detect Powers (FiD) }} | ||
==== Pyro Purge ==== | ==== Pyro Purge ==== | ||
| − | Dismiss | + | Dismiss Fire. |
You can dispel any Fire power and powers affecting fires or Fire creatures. | You can dispel any Fire power and powers affecting fires or Fire creatures. | ||
| Line 140: | Line 137: | ||
==== Pyro Pact ==== | ==== Pyro Pact ==== | ||
| − | Summon | + | Summon Fire. |
''Creatures of Fire:'' | ''Creatures of Fire:'' | ||
| Line 156: | Line 153: | ||
==== Pyro Passage ==== | ==== Pyro Passage ==== | ||
| − | + | Fire Gate. | |
| + | Create a two-way passage to a plane dominated by Fire. | ||
This is situational, but vital when needed. | 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 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. | ||
| Line 182: | Line 180: | ||
==== Pyro Projection ==== | ==== 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 Fire creatures over any distance as long as you know the target. | ||
| Line 192: | Line 190: | ||
==== Pyro Potentate ==== | ==== Pyro Potentate ==== | ||
| − | Command Fire creatures | + | Command Fire creatures. |
This allows you to order strangers around and improves Effect, but not Position; targets comply without accepting your authority. | This allows you to order strangers around and improves Effect, but not Position; targets comply without accepting your authority. | ||
| Line 221: | Line 219: | ||
==== Ember Embellishment ==== | ==== Ember Embellishment ==== | ||
| − | Fire | + | Fire accessories. |
Enhance your appearance with smoke, heat, flaming patterns, or actual flames. | Enhance your appearance with smoke, heat, flaming patterns, or actual flames. | ||
| Line 230: | Line 228: | ||
==== Ember Embodiment ==== | ==== Ember Embodiment ==== | ||
| − | Assume | + | 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. | 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 ==== | ==== 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. | 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. | Transform multiple willing or non-sentient creatures and give them a task. | ||
| − | |||
{{ : Apex Consort }} | {{ : Apex Consort }} | ||
| Line 260: | Line 264: | ||
==== Ember Excursion ==== | ==== Ember Excursion ==== | ||
| + | Ride Fire. | ||
| + | |||
Ride a fire creature or combustion vehicle. | Ride a fire creature or combustion vehicle. | ||
| − | |||
This allows you to use Finesse with mounts and vehicles you are not familiar with. | This allows you to use Finesse with mounts and vehicles you are not familiar with. | ||
| − | Fire vehicles include all combustion vehicles | + | Fire vehicles include all combustion vehicles. |
| − | + | Fire mounts include any Fire creature that is not [[Mind_Powers_(FiD)#Sapient|Sapient]]. | |
| − | Fire mounts include any | ||
You can such ride beasts even if they are not trained to carry a rider. | 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. | They must still be willing and physically able to carry you. | ||
| − | You can give this ability to your crew as an Advanced | + | You can give this ability to your crew as an Advanced ability. |
==== Ember Assault ==== | ==== Ember Assault ==== | ||
| − | Fire | + | Fire melee. |
| − | Besides variety in damage, this only substitutes for equipment, | + | 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 Express ==== | ==== Ember Express ==== | ||
| + | Fire ride. | ||
| + | |||
Create a fast and furious vehicle of fire. | 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. | 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. | 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. | ||
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==== Brand Barrage==== | ==== Brand Barrage==== | ||
| − | + | Area Melee. | |
| − | You turn yourself into a one-person firestorm. You negate the advantage enemies gain from | + | You turn yourself into a one-person firestorm. You negate the advantage enemies gain from Scale (p. 221) and spread your Effect to Harm all enemies involved in the skirmish. |
You do full damage to a cohort gang. | You do full damage to a cohort gang. | ||
| Line 571: | Line 577: | ||
=== Wreck === | === Wreck === | ||
Destroy, dismantle, and obliterate objects made of Fire or powered by Fire. | 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. | 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. | 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. | |
| − | You can also use this | ||
| − | ==== | + | ==== Raze Reduce ==== |
| − | + | Silent wrecking. | |
| − | The difference from | + | Raze Ruin that silently reduces targets to fine ash. |
| − | You can eliminate evidence, | + | 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. | 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> | <div style="text-align:center;"> — [[#top|Back to top]] — </div> | ||
Latest revision as of 19:14, 31 January 2026
| Starfox's Blades in the Dark fan page |
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 Express Fire ride. |
Ember Ejection Rocket ride. |
| Hunt | Blaze Beacon Track traces of Heat. |
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 Barrier Fire barriers. |
Brand Barrage Area melee. |
| 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.
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.
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.
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.
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 Express
Fire ride.
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.
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.
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.
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 Barrier
Fire barriers.
Fire obstructions prevent Scale (p. 221). You create a fiery hellscape that forces enemies to engage you one by one, preventing them from benefiting from Scale (p. 221). You can also make a Brand Blade attack. Consequences often mean you lose control of the fire and it spreads wildly.
Brand Barrage
Area Melee.
You turn yourself into a one-person firestorm. You negate the advantage enemies gain from Scale (p. 221) and spread your Effect to Harm all enemies involved in the skirmish. You do full damage to a cohort gang.
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 the area within Range (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.
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.
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.
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.
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.