Move Fire (Action Powers)

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Main article: Powers (Action)

Burst of Speed

Stance

Select a vehicle or Fire Elemental you touch; its Move is increased by +2.

Fiery Visions

Limit Break

You can see trough any open flame. You must either know the flame is there, or focus on an area to see trough the largest flame present there. A larger flame gives you a clearer vision. Considering how ubiquitous fire is in most fantasy settings, this is quite handy, especially if used at evening gathering hours. Range is not a factor. The power lets you look through several fires with each use, letting you look around for the information you seek.

To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.

You can give someone staring into a fire you are scrying a simple vision or short message, this ends the power. If you and the target both have this power, you can use it to converse.

Fireflight

Basic Action

This is intended as a travel power useful in chase scenes and somewhat impractical for ordinary adventuring.

You take off and fly through the air with a Move equal to your Ride skill. You must continuously use this or rely on another flight power to remain airborn. If you don't, you sink towards the ground at a rate of Ride meters per shot expended on other actions.

This power uses heat and combustion to fly in a spectacular, highly visible, and somewhat haphazard manner.

Flame Walk

Basic Action or Limit Break

You combust, only to appear moments later in a burst of flame. You teleport either to or from a fire large enough for you to stand in; a large campfire or brazier will do for a human. Roll for this as if it was a ranged attack with a difficulty determined by Cover and with normal Range modifiers. On a failed roll, you either fail to teleport or suffer a Setback, as appropriate. If performed as a limit break, you must teleport from one fire to another, but ignore range modifiers and cover - you need only imagine a location and you will arrive in the nearest suitable conflagration.