Fire Powers (FiD)

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

Fire is the the element of energy and change; it fuels the processes of the world. Science sees fire as a process, not an element. Fire powers are often destructive, manifesting as searing goats of flame, raging elementals, or anger. But it has a peaceful side as well in the application of intelligence, crafts and industry.

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

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

Fire Power Effects

Action Basic
No minimum
4 Stress
Advanced
Minimum 2 Dice
5 Stress
Master
Minimum 4 Dice
6 Stress
Apex
Minimum 6 Dice
7 Stress
Attune Pyro Perception
Detect fire creatures and fire powers.
Pyro Purge
Dismiss a Fire creature or end a Fire power ability.
Pyro Pact
Summon a Fire creature.
Pyro Passage
Portal to a plane of Fire.
Command Pyro Whisper
Command Fire creatures. You can't understand them.
Pyro Projection
Communicate with fire over long distance.
Pyro Potentate
Command Fire creatures, as if you were their superior.
Ember Enslavement
You can permanently bind fire creatures to service.
Consort Ember Embellishment
Fire, smoke, or soot accessories.
Ember Embodiment
Assume the form of a fire creature.
Ember Enchantment
Shapechange a willing or helpless creatures into fire creatures.
Ember Embrace
Transform a number of willing or non-sentient creatures, give them a task.
Finesse Ember Excursion
Ride a fire creature or combustion vehicle.
Ember Assault
Fire as a fine and potent close-range attack.
Ember Express
Create a fast and furious vehicle of fire.
Ember Ejection
Rocket ride.
Hunt Pyro Pursuit
Track by following traces of heat.
Blaze Bullet
Fire attack at range, similar to a fine and potent rifle.
Smoke Sculpture
Control smoke and warm wide areas.
Fireball
Fire attack similar to a fine and potent grenade.
Prowl Smoke Shroud
Hide and breathe in smoke without discomfort.
Pyro Path
Move through fire, smoke, ash, and lava. Do rocket-assisted jumps.
Blaze Brigade
Bring allies along when you use Smoke Shroud and Pyro Path.
Rocket Ride
Crew can fly like rockets, fast but imprecise.
Skirmish Pyro Protection
Blocks Fire Harm.
Pyro Power
Pyro Punch, except the weapon is fine and potent.
Blaze Barrier
Fire obstructions that prevent scale.
Ember Explosion
Fire attacks all enemies in the area.
Study Ember Examiner
Identify powers, objects, and creatures of Fire.
Ember Expertise
Learn the powers and abilities of Fire.
Ember Echo
Read the past events of something fire, ash, or igneous rock.
Ember Encyclopedia
Ember Expertise in a wide area, then Ember Echo for some fires.
Survey Pyre Perception
Sense heat, fire, Fire creatures, and Fire powers.
Pyre Peek
Choose fire that you know of; you can perceive as if you were at that spot.
Hearth Homing
Choose a location or creature. You Pyre Peek at the nearest fire.
Pyro Panopticon
Pyre Peek from all fires at once over a wide area.
Sway Ember Empathy
Understand fire creatures even if normally couldn't, and to sense their motivations.
Flame Fellowship
Crew can communicate with fire creatures. Make folk more energetic, fiery, and industrious.
Ember Entrancement
Plant suggestions in the mind of a Fire creature.
Inferno Induction
Permanently change the personality and motivations of a fire creature.
Tinker Furnace Forger
You can forge, solder, weld, and ignite things.
Furnace Flame
Shape fire and it retains the new shape.
Furnace Fusion
Transform by precise heat treatment.
Furnace Fabricator
Furnace Flame to mass produce objects or make something big.
Wreck Blaze Bonfire
Burn like a bonfire or put one out. Noisy.
Blaze Furnace
Burn like a furnace or put one out.
Blaze Ash
Blaze Furnace that silently reduces to a fine ash.
Blaze Firestorm
Create a firestorm or put one out.

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

Expanded Fire Powers

Attune

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

The consequences usually depends on what happens around you when you do it. Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.

Pyro Perception Detect fire creatures and fire powers.

This is usually done to see a Spirit or disguised creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature. Limited effect suffices against a creature you can clearly see. You need greater effect against against a creature that is hidden (standard effect) or behind a wall (great effect).

Pyro Purge Dismiss a Fire creature or end a Fire power ability.

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

Dispelling is usually easier. The Fire can dispel any Fire power, but also powers that affect flames and heat sources, as well as powers that affect Fire creatures.

Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This improves the position of the supported action. It can be used as a defense against others' use of power, or it can be used to break the continuing effects of powers.

When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses power to keep themselves warm in the deep arctic you can have a better effect.

When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.

Pyro Pact Summon a Fire creature.

Summoning can bring you allies to fight or labor for you, giving you scale. They can also give advice and information related to their power. Summons can use simple effects of their power and maintain power effects you have created.

You can summon generic creatures without having to do a flashback. Such a creature is similar to a gang member in ability and are often summoned in groups to add scale. To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a type id number or block of data. Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.

It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.

Fire creatures generally come in two types, elementals and creatures with powers.

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

Creatures with powers resemble normal creatures, having a biological body, metabolism, and functioning as ordinary living creatures but also have some exceptional abilities related to their power. A fire dragon is impossibly large, flies, and breathes fire. Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.

Depending on your degree of effect the creature is willing to do different things. Limited effect allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it.

Standard effect allows you to ask for any service appropriate to the type of creature. A fire elemental will burn stuff, a dragon likes to impress, and so on. This includes dangerous tasks such as combat if the creature has such abilities, which most of them do.

Great effect allows actions outside the creature's comfort zone, but not things it directly opposes. A fire elemental will heat your bath or power your steam engine. Lengthy service also requires great effect, like summoning the creature to guard a treasure for as long as it can.

Typical consequences include:

  • A bargain of payment in things the creature prizes like incense or exotic fuels.
  • General sulkiness.
  • The creature strikes out at you once.
  • You need to concentrate to keep the creature under control.
  • The creature burns things around you.
  • Overly literal interpretations of your commands.
  • The creature deliberately does its tasks poorly.
  • Demanding not to be summoned again until some time or event has passed.
  • The creature demands you and your champions defeat some of its minions.
  • A tightwire struggle to keep the creature under control.

Offering a creature gifts or services appropriate to its nature can help. This is essentially a devil's bargain, accepting a price in advance. Desperate position usually comes from trading position for effect, but it might come from a difference in ethos. If you are a water mage and summon a fire creature or if the summon is three or more tiers above you the position will be desperate. Consequences include the creature demanding you allow in to inflict burn scars on you, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel, or similar dramatic story events.

Pyro Passage Portal to a plane of Fire.

In many settings there is a plane of fire from where Fire draws its power. There are things that are possible to do on this plane that is not allowed in the regular world. Most Fire effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master. This opens the possibility of new super-apex powers Fire that have to be negotiated with the game master. Such effects rarely reach outside the plane where you perform them, but if they affect creatures on that plane, the effect may remain when you return to the mundane world.

A gate lasts for a while, enough for a quick score. If things take a lot of time it might require a separate use of the power to return home again. Gating can allow access to creatures too powerful to summon, so you instead ask for an audience. The creature may then use the gate to come to you, call you into its presence, or just communicate with you.

The first time you gate to a certain place the position is at least risky and becomes desperate if there is any kind of disturbance.

Command

Command and intimidate Fire creatures, projecting authority. Position and effect depend on the situation and your relationship with the listeners.

Pyro Whisper Command Fire creatures. You can't understand them.

This is useful for intimidating Fire creatures and commanding foreign or alien subordinates. Combined with Sway: Ember Empathy, it allows two-way communication.

Pyro Projection Communicate with fire over long distances.

You can communicate with Fire creatures over any distance as long as you know the target, and a line-of-sight even if you do not. You can communicate with the most powerful Fire creature in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, suitable for the Command skill.

You can use a fire as a communication device, communicating with anyone who is near a fire. If no fire is near your target, the power fails.

Pyro Potentate Command Fire creatures, as if you were their superior.

Targets will see you as super-hot, a leader outranking them. This does not remove existing loyalties, which can lead to conflicts. Understanding the social order of your targets helps avoid conflicting with their established loyalties. Ordering city guards to ignore a disturbance is harder (needs more effect) than telling them to deal with it and move on, because their task is to protect the city.

Limited effect might result in a creature not doing what it might not have done anyway, like torching something its not supposed to. Standard effect makes the creature do what it normally would, but in a way you decide, like a fire creature fueling as a device to order or a fire dragon doing you a quick favor. Great effect means targets will ignore their normal routine and go out of their way to please you, like neutral faction warriors fighting for you, or enemies ignoring or fleeing from you.

The position depends on the creatures' actual relationship to you—ordering a creature that sees itself as your superior is a desperate position. A controlled position comes from a creature that agrees you are superior, usually just making retrying harder. A risky position is typical against a creature that sees itself as your equal and not your enemy, possibly leading to heat, misunderstood orders, or small rebellions.

Ember Enslavement You can permanently bind Fire creatures to service.

This won’t work unless you are already in a position of power. The effect is similar to Pyro Potentate but permanent. Strong emotions can break your control, but otherwise, it lasts until dispelled.

Consort

Consort powers changes your form and later that of other creatures. These powers might also be used as a set-up action for a later Consort roll. This will often give a bonus to effect or improved position or even allow an action that a human could not do.

A common consequences is that you are mistaken for someone, or that your assumed form is somehow a hindrance, perhaps igniting random things near you. You might be obnoxiously attractive, become emotionally over engaged, or suffer other unexpected handicaps.

Ember Embellishment Fire, smoke, or soot accessories.

Enhance your appearance with smoke, heat, flaming patterns, or actual flames. You do not physically change yourself, you change your accessorize and outfit. As an advanced ability, you can do this for another.

Ember Embodiment Assume the form of a fire creature.

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

Shapechange can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form. When appropriate, your new form can use Basic and Advanced Fire powers inherently without risking stress.

With limited effect you can transform into yourself like you would have been, had you grown up as the creature whose form you assume. Those familiar with you will recognize you. Standard effect can make you a generic creature, very hard to recognize as yourself. Great effect allows you to assume the shape and some of the personality of a specific creature you have studied.

Ember Enchantment Shapechange a willing or helpless creature into a fire creature.

This is Ember Embodiment applied to another creature. The duration depends of the effect, limited effect is very temporary. Standard effect lasts for the duration of a score. Great effect lasts a long time and potentially become permanent, depending on the the story. If you also want to make the target unrecognizable, that requires additional effect, see Ember Embodiment.

This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break.

Ember Embrace Transform a number of willing or non-sentient creatures and give them a task.

This is where Consort becomes a combination of the Ember Enchantment and Pyro Pact power effects. You transform a number of existing creatures and give them a task that they will perform with gusto, turning them into single-minded minions. Targets must be willing, non-sentient like animals, or just very minor figures in the plot, many tiers below you.

This is usually used to create a host of goons that will chase for you. Such goons are more interested in chasing and cornering targets than in actual combat. Or they can be given bit parts as dancers, waiters, or craftsmen.

Finesse

Exercise finesse with Fire, manipulating and attacking with precision.

Ember Excursion Ride a fire creature or combustion vehicle.

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

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

Ember Assault Fire as a fine and potent close-range attack.

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

Ember Express Create a fast and furious vehicle of fire.

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

Ember Ejection Rocket ride.

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

Hunt

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

Pyro Pursuit Track by following traces of heat.

Warm-blooded creatures and most vehicles leave a trail of warm prints when they move. These are easy to track but fade quickly. Tracking heat signatures works even if the quarry does not leave any mundane trail or clues. Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.

Blaze Bullet Fire attack at range, similar to a fine and potent rifle.

Attack with a long-range bolt of fire. This serves as a replacement for traditional equipment; a fine and potent ranged weapon would be equally effective in combat. While some targets may exhibit more or less vulnerability to Fire attacks, this is the exception rather than the rule.

Smoke Sculpture Control smoke and warm wide areas.

Control smoke and warm the environment. This does not inflict any direct damage. You can affect about a city block or equivalent area of nature, and you can have the area move along as you travel. Warming a cold environment helps endurance, while too high temperatures causes heat exhaustion. Smoke blurs sight and causes coughing and prolonged exposure to smoke is dangerous. This is usually used as a setup, but may also change how people act in reaction to the environment—smoke is likely to make people run out to avoid fire that might not be there.

Fireball Fire attack similar to a fine and potent grenade.

An escalation of Blaze Bullet. Less precise, this affects all creatures at a location, with a risk of collateral damage. Targets in trenches, behind walls, or otherwise shielded are not in direct danger, but tend to keep their heads down, which gives your side the initiative.

Prowl

Move with stealth and agility among smoke and embers.

Smoke Shroud Hide and breathe in smoke without discomfort.

This allows you to hide in fire and smoke. It otherwise works just like any other attempt to use Prowl to avoid notice. Note that only you can use this ability, your friends and allies cannot unless you use Blaze Brigade, below.

Pyro Path Move through fire, smoke, ash, and lava. Do rocket-assisted jumps.

This allows you to climb on smoke and flame and to do rocket-assisted jumps to a spot you can see that are very fast but clumsy and risky. Your crew cannot use this unless you employ Blaze Brigade, below.

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

Now you and your allies can Prowl in places where your power is at home. They still use their own Prowl action.

Rocket Ride Crew can fly medium distances like rockets, fast and loud but imprecise.

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

Rocket Ride is loud and it is dangerous to land in places you are unfamiliar with. Both required effect and position is worse unless you know where you are going, which means Rocket Ride is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.

Skirmish

Prosper in the chaos of battle.

Pyro Protection Absorb fire energy. This allows you to ignore most harm from environmental heat. This allows you to ignore most harm from a dangerously hot environment. Roll Skirmish when subject to harm from such energies. This is your inherent resistance, it does not require any activity on your part. Reduce the level of harm inflicted based on the level of success. 1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress.

Pyro Power Pyro Punch, except the weapon is fine and potent.

Besides variety in the type of damage, this only substitutes for equipment, normal fine and potent weapons are just as effective. Certain targets may be more or less vulnerable to certain attacks, but this is the exception

Blaze Barrier Fire obstructions that prevent scale.

This creates a fiery hellscape that allows you to face enemies one by one, prevening enemies to benefit from scale.

Ember Explosion Fire attacks all enemies in the area.

Turns you into a one-man fire force. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the skirmish.

Study

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

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

Ember Examiner Identify powers, objects, and creatures of Fire.

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

Ember Expertise Learn the powers and abilities of Fire.

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

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

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

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

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

Survey

Perceive and locate fire and combustibles. The effect you need depends on the target's concealment. Limited outcome finds targets in concealment. Standard outcome finds those hiding behind cover and in far places you can only barely see. Great outcome can look behind walls and into hard cover.

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

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

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

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

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

Similar to Pyre Peek but allows you to focus on a specific creature or position. Automatically directs towards the best vantage point provided by a suitable fire, typically close enough to observe the target. Fails if no suitable viewpoint is available.

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

Enhances your senses impossibly, akin to being multiple individuals spread across the scene. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. It's challenging for targets to hide unless they know they have to have to hide from all fires.

Sway

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

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

Ember Empathy Understand fire creatures even if normally couldn't, and to sense their motivations.

You can gauge the mood and motivations of Fire creatures and understand what they are saying. This does not allow you to be understood. Used together with Command: Pyro Whisper, this allows full communication.

Flame Fellowship Crew can communicate with fire creatures. Make folk more energetic, fiery, and industrious.

This allows you and your crew to use the Sway action with full effect, overcoming cultural and linguistic barriers. You are still persuading, not speaking with authority. You can influence any creature to be energetic, fiery, and industrious.

Ember Entrancement Plant suggestions in the mind of a Fire creature.

This is essentially an enhanced Sway attempt, allowing you to implant suggestions that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed.

Suggestions cannot be absurd to the target. A typical use would be to sway a servant to leave a window open or a guard to forget to load their weapon. Suggestions fade over time depending on the level of outcome achieved: limited outcome lasts for the immediate situation, normal outcome lasts for the duration of the score, and great outcome can extend beyond the score if it fits the story.

Inferno Induction Permanently change the personality and motivations of a fire creature.

This is permanent but blatant. It changes the target's mind on a deep level, altering their priorities and loyalties. Target remember their past but considers it unimportant compared to their new motivations. There are limits to this power, especially for creatures linked to a power—you cannot make a fire creature love the sea. Exceptional creatures and circumstances can break this change.

Tinker

Manipulate, shape, and create fire to suit your needs. Fire is a powerful transformative element, and can modify substance governed by other powers. When used with long-term projects, powers can often substitute for missing resources such as tools or raw materials, but that is all it does until you can start using Furnace Fabricator.

The position depends on how quiet your workplace is and how much time you have to work with. The outcome determines the effectiveness of your construction, but also how long it will last. Devices that are more powerful are harder to contain, and thus wont last as long.

Furnace Forger You can forge, solder, weld, and ignite things.

This mainly substitutes for tools, up to a small workshop. You are also protected from any dangerous effects of working with heat. The ability to create and control fire allows crafts like smithing, casting, kiln firing, and baking, but at this level you still can't create the extreme temperatures needed for truly advanced crafts.

Furnace Flame Shape fire and it retains the new shape.

You can now do more than normal craft could do. You can create really hot fire and use it to craft other materials. You can shape fire and have it retain that shape for a while. This lets you create fire conduits, allowing you to set up patterns of fire similar to what you could do with ducts and chimneys. This allows you to set up traps or devices that would normally require extensive equipment.

Most uses of Furnace Flame will only be good for a single scene, but if your outcome surpasses that required for the effect you want, you can stretch the effect until the end of the score.

Furnace Fusion Transform by precise heat treatment.

You can transform anything that can be worked by heat even if you don't know the power related to the resulting material. If you know other powers, you can create matter associated with those powers by applying fire to any other material that is not superbly heat resistant.

Furnace Fabricator Furnace Flame to mass produce objects or make something big.

This is Furnace Flame on a larger scale. Useful for equipping a large band or building something large like ships or buildings that normally require a work force and facilities. When doing long-term projects that involve building or crafting, you can use Furnace Fabricator to great effect, manufacturing hundreds of items with the same effort as one item even under what normally be poor conditions, but this has the usual stress cost.

Wreck

Destroy, dismantle, and obliterate objects made of stuff of Fire or using Fire.

The outcome required depends on the size and structural strength of your target. Standard outcome is a car-sized hole in a brick or mortar wall. Construction significantly weaker than this only demands limited outcome. A smaller hole stil need the same outcome. Something larger and/or stronger requires great outcome.

The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with a fight, massive crowds, or dangerous construction is desperate.

Blaze Bonfire Burn like a bonfire or put one out. Noisy.

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

Blaze Furnace Burn like a furnace or put one out.

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

Blaze Ash Blaze Furnace that silently reduces to a fine ash.

The difference from Blaze Furnace is that wrecking things is now silent. Leave less traces, what you wreck disappears. Get rid of evidence of fire and heat, leaving just holes.

Blaze Firestorm Create a firestorm or put one out.

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