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): 0 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 15 ft. of that square without making an attack roll.

Flame Jet

 * Type: standard


 * Prerequisite(s): 2 SP


 * Make a ranged attack with a range of 30 ft. Deal damage as normal.

Inner Inferno

 * Type: combo


 * Prerequisite(s): 3 SP


 * Burn 1 supply; foes within 30 ft. 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 30 ft. 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 further damage you take is treated as non-lethal. Then, you may move up to your movement speed as a free action this turn.

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 person; any further damage that target takes until the end of this round 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 20 ft. tall wall of fire in a 30 ft. line in that direction from you. This does not pass through objects, but can pass through people. If it passes through a person, or a person passes through it, deal your atk. die to that target without making an attack roll. 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.