Fire (Power)

The Fire power is an inherently extremely aggressive power. Utilizing the strengths of combo actions, Fire is able to turn on a dime and unload incredible amounts of devastating blows, all the while maintaining flexibility and the ability to respond to the present situation.

'''Atk. die': 1d6+ALA (phys. melee)''

Sizzling Ember

 * Type: passive


 * Prerequisite(s): 5 SP


 * Allows for up to 4 total combo actions in one combo. Modifies C:BR by +2:+2.

Received upon selecting this power.

Fireball

 * Type: special 2


 * Prerequisite(s): 4 SP


 * Burn 3 supply, target a square within sight; you deal your atk. die to all creatures excluding you within range 3 of that square without making an attack roll.

Flame Jet

 * Type: standard


 * Prerequisite(s): 2 SP


 * Make a ranged attack with a range of 6. Deal damage as normal.

Inner Inferno

 * Type: combo


 * Prerequisite(s): 3 SP


 * Burn 1 supply; foes within range 6 of you lose 1 defense until the beginning of your next round. Can also be activated as a standard action, where instead: burn 1 supply; foes within range 6 of you lose 3 defense until the beginning of your next round.

Can be treated as a combo attack (you can do a combo attack after this).

Selfcombust

 * Type: standard


 * Prerequisite(s): 5 SP


 * Burn 2 PER; modify your C:BR by +2:+0 until the end of your next turn. Also, until the end of the next round, any damage you take is treated as non-lethal. Then, as a free action this turn, you may move up to your movement speed.

Sweltering Surge

 * Type: special 2


 * Prerequisite(s): 4 SP


 * Move up to your movement speed and note each enemy you move adjacent to at least once during this movement. At the end of it, deal damage equal to your atk. die to each enemy you noted.

Cauterize

 * Type: reaction


 * Prerequisite(s): 4 SP


 * Burn 1 supply, target a character; until the end of this round, any further damage that target takes is non-lethal.

Reignite

 * Type: special 2


 * Prerequisite(s): 3 SP


 * Burn 3 PER; heal HP equal to your current non-lethal damage. Then double your current non-lethal damage.

Firewall

 * Type: special 2


 * Prerequisite(s): 6 SP


 * Burn 2 supply, choose a direction; create a 4 square tall wall of fire in a 6 square line in that direction from you. This does not pass through objects, but can pass through people. If it passes through a character or a character moves through it, deal your atk. die to that character. This obscures vision on both sides, but does not prevent projectiles or people from passing through it. This wall of fire lasts until the end of the next round.

The direction must be a cardinal or ordinal direction.

Flame Fluidity

 * Type: combo


 * Prerequisite(s): 5 SP


 * Burn 2 supply; make a chain check. On a success, regain 2 AP. On a failure, burn 2 HP. On a slip, burn 4 HP and burn 1 supply.

Cannot combo attack after using this. Does not count as a combo attack.

Pyroclasm

 * Type: special 3


 * Prerequisite(s): 7 SP


 * Burn 4 supply, choose a direction; you may move up to half your movement speed in that direction and make an attack against a target in range. If you succeed, deal your atk. die to that enemy, then you may repeat this process. You may not attack the same target more than once.

When repeating, you do not pay the cost again.

Brush Fire

 * Type: special 2


 * Prerequisite(s): 4 SP


 * Burn 3 supply, target a number of squares up to your ALA; until the end of the next round, deal your atk. die to any characters that move through or above that square.

Burn It Out

 * Type: passive


 * Prerequisite(s): 6 SP


 * If an ally would be dealt damage by one of your abilities, they instead only take half that damage, rounded up. This does not include yourself.

Feed the Flame

 * Type: combo


 * '''Prerequisite(s): 4 SP,


 * Burn 3 supply; until the end of the turn, whenever you deal damage to a character with a combo action, increase your C:BR by +1:+1. If this is the first combo action you've taken this turn, instead burn 2 supply and 2 HP for the cost.

Can be treated as a combo attack (you can do a combo attack after this).

Blistering Speed

 * Type: passive


 * Prerequisite(s): 4 SP


 * The first time you move adjacent to a character, you may deal 2 damage to that character.

Sear Wound

 * Type: reaction


 * Prerequisite(s): 5 SP,


 * Burn 3 supply, target a character; until the end of this turn, the next time that character would take damage, deal non-lethal damage equal to their current non-lethal instead. This damage cannot be reduced.

Multiple instances of Sear Wound do not stack.