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Power Profile: Fire Powers

Fire is one of the primal powers in human culture and under smothering conditions, such as underwater.
history. The power to create and command flames is Characters may be required to use extra effort under
a common one for superheroes and villains alike. Fire such conditions to pull off power stunts such as boiling
powers are associated with a wide range of attacks, but surrounding water or emitting pure heat or plasma, or
can also provide various defensive, movement, and utility even somehow fueling their flames with something
effects (and complications) as seen in this profile. other than air, such as magic or pure psychic power.
Encountering circumstances where their powers do
Fire Descriptors not work at all can constitute a complication for fire-
wielding characters; consider awarding a hero point if
The fire or flame descriptor has a number of implications. they are forced to go underwater, into space, or some-
where else where their powers just dont work.
Setting Fires: First, fire has the potential to spread,
igniting flammable materials. Stray fire blasts, or a Explosions: Just as flames can set smaller fires, so too
character surrounded in a fiery aura, can set off larger can they potentially cook off things like ammunition
fires, presenting a complication for the heroes, par- or explosives, setting them off prematurely. This can
ticularly if they are in an area with innocent people result in damage to anyone carrying them. Treat an
or explosive materials like fuel or ammunition. Some attempt to set off a targets ammo as a power stunt or
flame-wielders may control their power precisely even a normal attack with a suitable penalty (5 is sug-
enough to not set any stray fires if they do not wish gested). Success means the target suffers the normal
to do so; this is simply a matter of not invoking fire- effect of the ammo going off.
setting complications where they are concerned.
Countering: Lastly, fire powers are useful for coun-
Having the Precise modifier means such complica-
tering various other descriptors, including air, cold,
tions do not trouble the character at all.
ice, water, and other fire-based powers (by creating
Shedding Light: Open flames shed some amount backfires or using up all of their available fuel). So a
of light; a fire-wielder can light-up a small area, not fire controller might be able to extinguish a forest fire,
much more than distance rank 0 (30 feet) in diam- vaporize a wave or water blast, melt away ice, and so
eter, like a torch or lantern. Shedding light over larger forth, using the guidelines for countering effects on
areas calls for an Environment effect (Heros Hand- page 95 of the Heros Handbook.
book, page 107).
Smothering: Combustion requires particular condi-
The Fires of...
tions, notably the presence of oxygen or other fuel.
In some cases, the fire associated with a characters
Fire powers are ineffective in the absence of air or
powers isnt truly fire but a fire-like energy of some sort.

Power Profile: Fire Powers 1


This may indicate a character who has powers with no fire More realistic settings should take the approach that fire
descriptor beyond mere appearance, such as Mindfire damage is always potentially lethal, and simply using a fire
from Threat Report. Her mental powers are accompanied attack counts as going for the kill in combat. Gamemas-
by visible fiery effects, but do not involve heat or combus- ters may wish to impose complications for fire damage in
tion of any sort. Thus there is no actual fire involved. the form of lasting injuries due to painful burns (Lasting
Injuries, Heros Handbook, page 199). This makes fire a
For other characters the fire is merely of a different more problematic weapon for heroes but a perfectly ac-
sort. Most often this is magical, particularly the hellfire ceptable one for villains, particularly those who care little
of demonic or infernal characters or mystic fires like the about leaving their foes alive.
Flames of the Phoros invoked by sorcerers (an array of
mystical flame effects). Essentially, another descriptor (in-
fernal, magic, etc.) is added on top of the fire descriptor. Offensive Powers
As with all descriptors in Mutants & Masterminds, the Game- Many fire powers are offensive in nature, using the searing
master is the arbiter of how these types of fire descriptors heat and the other effects of flames (choking smoke,
should interact. While water certainly wont douse the blinding light, etc.) against a foe.
burning pain inflicted by Mindfires torturous telepathy, it
may or may not have some effect on the mystic Flames of Fireball
the Phoros, depending on spell and its context.
You hurl a fist-sized ball or a streamer of fire that explodes

Fire Features on contact with a target, blossoming out into a broad fire-
ball engulfing multiple targets.
Some potential Feature effects associated with Fire
Powers include the following: Fireball: Ranged Burst Area Fire Damage 30-foot radius, Dodge
resistance check (DC 10 + rank) for half effect 3 points per rank
Creating a tiny flame, like a match, useful for lighting (+ 1 point per rank per +1 distance rank to area).
other fires.
Precisely spot-welding metals (also a potential use of Fireflash
Precise Fire Damage, at the GMs discretion).
Displays of fireworks or similar pyrotechnics; pretty Searingly bright fire flashes between your hands, like an arc-
and possibly attention-getting, but having no other welder, potentially blinding foes looking in your direction.
game effects.
Fireflash: Perception Area Cumulative Affliction (Visually
Heating up or cooking food from the inside out like Impaired, Visually Disabled, Visually Unaware), Limited to
a microwave oven (as opposed to simply charring One Sense Resisted by Dodge (DC 10 + rank), Overcome
it from the outside like a cook-fire, which any fire by Fortitude (DC 10 + rank) 3 points per rank.
Damage effect may do).
Harmless flames that flicker within the depths of the Fiery Breath
characters eyes or around their person, providing a
+2 circumstance bonus to Presence-based checks. You breathe (or simply project from your hands or else-
where) a cone-shaped gout of fire, like a dragons breath.
Anything you are wearing or carrying is immune to
the flames you generate and wont be burned by Firey Breath: Cone Area Fire Damage 60-foot length and
them. This is often an assumed feature of fire powers width, Dodge resistance check (DC 10 + rank) for half effect
in many settings, not costing any points. 2 points per rank + 1 point per rank per +1 distance rank to
length and width (60 feet, 120 feet, etc.).
Getting Burned
In the real world, fire is a potentially lethal and difficult to
Fiery Cloud
control weapon. Hitting someone with a blast of fire You engulf targets a cloud of flames, which burns for a few
such as from a flamethrowershould ignite their clothes moments before going out in a flash.
and hair and possibly leave them with severe burns.
Firey Cloud: Ranged Cloud Area Fire Damage 15-foot radius,
In the comic books, flame-controlling super-villains regu-
Dodge resistance check (DC 10 + rank) for half effect 3
larly blast foes with searing temperatures with no effect
points per rank (+ 1 point per rank per +1 distance rank to area).
beyond leaving them unconscious and steaming from
the excess heat. The default Mutants & Masterminds rules
assume fire damage, like all other Damage, is non-lethal Fire Blast
unless the attacker specifically chooses to go for the kill
(Heros Handbook, page 206). So flame-wielding heroes You strike a target with a blast, stream, or small ball of fire,
can use their powers freely in combat without too much causing damage.
concern unless the GM invokes some fire-related compli-
cation (see Descriptors). Fire Blast: Ranged Fire Damage 2 points per rank.

2 Power Profile: Fire Powers


Flame Aura Smoke Cloud
You surround your body in an aura of flames, damaging Thick smoke fills the air, making it difficult for anyone in
anything touching you. Since the damage is a reaction to the area to see.
being touched, no attack check is required.
Smoke Cloud: Ranged Cloud Area Visual Concealment Attack
Flame Aura: Reaction Fire Damage (When Touched) 4 points 15-foot radius 8 points (+4 points per +1 distance rank to
per rank. radius).

Flamethrower Suffocation
You emit a stream of fire that burns everything along its You burn up all of the oxygen around a target, causing
path. them to suffocate. If you burn up all of the oxygen in an
area or create a cloud of choking smoke, apply the Area
Flamethrower: Line Area Fire Damage 5 feet wide, 30 feet modifier to the power, typically Burst or Cloud.
long, Dodge resistance check (DC 10 + rank) for half effect
2 points per rank (+ 1 point per rank per +1 distance rank to Suffocation: Ranged Progressive Affliction (Dazed, Stunned,
length). Incapacitated) Resisted by Fortitude (DC 10 + rank),
overcome by Fortitude 4 points per rank.

Heatstroke
Rather than attacking with fire, you elevate the targets
body temperature, causing eventual heatstroke.
Defensive Powers
Fire powers can provide various defenses, from resistance
Heatstroke: Perception Ranged Cumulative Affliction to heat and flames to protection from physical attacks.
(Fatigued, Exhausted, Incapacitated) Resisted by Fortitude
(DC 10 + rank), Overcome by Fortitude (DC + 10 rank) Fire Form
4 points per rank.
You transform into a being of living flame. Your fire form
is largely immune to physical harm but still affected by
Immolate energy. Although it looks like ordinary fire, it is harmless
to touch unless you also add the flame aura power (pre-
You wreathe a target in flames, which continue burning as
viously). Your fire form may grant other powers as well,
long as you concentrate on maintaining them.
such as immunity to cold or heat, or rocket flight (fol-
Immolate: Perception Ranged Fire Damage, Concentration
lowing).
Duration 4 points per rank.
Fire Form: Insubstantial 3 (Energy Form) 15 points.

Melt Fire Shield


You generate heat intense enough to soften and melt
materials from ice to plastic, stone, or even metal. See Your body emits heat and flames powerful enough to
the Material Toughness table on page 105 of the Heros deflect or burn up some attacks before they can reach
Handbook for guidelines on the ranks needed to com- you. If you do not also have a flame aura (previously)
pletely melt various materials. assume unarmed attackers tend to flinch or pull their
attacks because of the terrific heat, but are not them-
Melt: Ranged Weaken Toughness, Affects Only Objects selves damaged by it. If you do have flame aura, then
Toughness ranks lost due to the effect are not recovered unarmed attackers actually flinch because they are
and must be repaired 2 points per rank. being damaged! Your fire shield also protects against
things like cold or other fire attacks but not energy like
electricity or pure kinetic force (without some flammable
Nova Burst weapon inflicting it).
You emit a massive fiery explosion in all directions around Fire Shield: Protection, Impervious, Limited to Flammable
you, covering a wide area, but tiring you from the effort. Weapons, Sustained 1 point per rank.

Nova Burst: Burst Area Fire Damage, Area 3, Feature 1


(Extraordinary Effort for +2 effect rank), Tiring 120-foot Heat Absorption
radius, Dodge resistance check (DC 10 + rank) for half
effect 1 point + 3 points per rank (+ 1 point per rank per +1 You absorb the energy of heat and fire attacks to fuel your
distance rank to area). own powers. You can enhance a chosen trait up to the
number of points you have invested in Enhanced Trait,
or the attacks rank, whichever is less, with a maximum of
your Enhanced Trait points. The enhancement occurs au-

Power Profile: Fire Powers 3


tomatically as a reaction, then fades by 1 power point per
turn until it is gone. Fire Creatures
You can summon or create semi-independent creatures
Heat Absorbtion: Enhanced Trait (Fades, Reaction: When
Absorbing Heat), Immunity 10 (Heat Effects) 10 points + formed out of living fire that obey your commands. The
points in Enhanced Trait. creatures you summon are not truly alive, merely animat-
ed mass of fiery energy. They can look like virtually any-
thing, from humanoids (often with a demonic cast) to a
Immunity to Cold fiery phoenix or dragon. You can apply the various modi-
fiers for the Summon effect to get additional fire creatures
Your internal heat renders you immune to cold. or to make them more active or capable (removing the
minion type from the template).
Immunity to Cold: Immunity 1 (Environmental Cold),
Immunity 5 (Cold Damage), or Immunity 10 (Cold Effects)
Fire Creatures: Summon Fire Creature 8 120-point minion
1, 5, or 10 points.
(see following template) 16 points.

Immunity to Heat Fire Creatures PL9 MR12


Your control over fire protects you from external heat or STR 2 STA AGL 0 DEX 0 FGT 0 INT AWE PRE
flames.
Powers: Flame Aura (Reaction Fire Damage 8, When Touched),
Fire Form (Insubstantial 3, Protection 8, Permanent, Innate),
Immunity to Heat: Immunity 1 (Environmental Heat), Unliving (Immunity 30: Fortitude Effects), Walk on Air (Flight 1)
Immunity 5 (Heat Damage), or Immunity 10 (Heat Effects)
1, 5, or 10 points. Skills: Close Combat: Unarmed 8 (+8)
Offense: Initiative +0, Unarmed +8 (Close, Damage 2, plus Fire
Damage 8)

Movement Powers Defense: Dodge 8, Parry 8, Fortitude Immune, Toughness 8,


Will 8
Fire powers can provide propulsion or clear the way for Totals Abilities 4 + Powers 88 + Advantages 0 + Skills 4 +
various forms of movement. Defenses 24 = 120

Fireport Firelight
You have the power to leap from one flame to another
You can create a point of incandescence bright enough to
without having to cross the space between them. You
shed light over a wide area.
vanish into one fire and emerge from another some dis-
tance away. Firelight: Environment (Light) 1 point per rank.

Fireport: Teleport, Extended, Medium: Flames 2 points per rank.


Fire Shaping
Rocket Flight You shape masses of fire into different distinct forms,
from walls and rings to flaming cages. Since the Damage
By projecting a stream of fire out behind you, you can fly
effect is Selective, you can choose whether a target is af-
as if propelled by a rocket blast.
fected by the shapes fire or not (left in an open space
inside a ring or cage of fire, for example). The shape
Rocket Flight: Flight 2 points per rank.
lasts for as long as you concentrate. When you stop, it
dissipates. If you are limited to shaping existing flames
Tunneling rather than generating them as you shape them, apply
the Limited modifier.
You melt and burn your way through obstacles, boring a
tunnel even through solid rock. Such tunnels are usually Fire Shaping: Ranged Shapeable Area Fire Damage,
fused glassy-smooth and relatively permanent, but you Concentration Duration, Selective 30 cubic feet
still have the option of moderating your flames to create (volume rank 5), Dodge resistance check (DC 10 + rank)
an unstable tunnel that will collapse behind you. for half effect 5 points per rank (+1 point per rank per +1
volume rank).
Tunneling: Burrowing 1 point per rank.
Infravision
Utility Powers You can literally see patterns of heat and gradations in
temperature around you.
Control over fire can provide a range for other useful
effects, from creating shapes or objects out of flame to
Infravision: Senses 1 (Infravision) 1 point.
summoning creatures of living fire.

4 Power Profile: Fire Powers


extreme cold, or smothering, all things that douse flames.
Pyrokinesis Conversely, you might be afraid of fire in some ways, at
least afraid of losing control over it and accidentally doing
You can mentally control and direct flames, moving them
harm. When your phobia causes you to hesitate or other-
or containing them as you wish. You can affect fire with
wise creates difficulties, you gain a hero point.
a Damage rank up to your effect rank in an area equal
to your effects maximum area. Flames move at a speed
rank of your effect rank minus their damage rank, with a Power Loss
minimum of 0 (30 feet per round). Flames with no available
surface to burn on the end of the round they are moved Assuming the fire you wield is at least somewhat like or-
go out, so you can move the flames off of an objects into dinary flame (see The Fires of... for discussion of this) a
the air and have them dissipate. number of things can potentially douse or snuff it out.
Most often this is handled using the guidelines for coun-
Pyrokinesis: Perception Range Shapeable Area Fire Damage, tering effects (M&M Heros Handbook, page 95) but some
Limited to Existing Fire 30 cubic feet (volume rank 5) 3 fire-using characters suffer power loss when, for example,
points per rank (+1 point per rank for +1 volume rank). doused with water or wrapped in flame-retardant material.
Until the condition causing the power loss is removed, you
Warm cannot use any affected powers, but you gain a hero point
from the complication.
You warm the air around you without flames, creating a
comforting heat that drives away cold or makes an already
temperate or warm area intensely hot.
Reputation
Given the other complications described here, its not diffi-
Warm: Environment (Heat) 1 point per rank, 2 points per rank
for extreme heat cult for a fire-user to develop a bad reputation. People are
naturally cautious about getting burned, and may tend to
shy away from you, especially if youre known to have powers
Fire Complications that are dangerous or uncontrollable. When your reputation
makes things difficult for you, you gain a hero point.
Fire can be a fickle ally, and flame-wielding characters may
have various complications stemming from or related to
their powers.
Temper
A fiery temper often accompanies fire powers, making
Accident you a true hot head! Youre liable to go off without think-
ing things through and just using your powers to blast
An accident-prone flame-wielder is a disaster waiting to through anything that tries to get in your way. When you
happen. If you have this complication, then you are more lose control of your temper or a friend or teammate has to
likely to accidentally set fires that get out of control or do cool you down to avoid ittaking time away from other
things like touch off fuel tanks or other dangerous, flam- thingsyou gain a hero point for the complication.
mable materials by accident. You spend a fair amount of
time containing and cleaning up the consequences of Weakness
your powers.
As mentioned under Power Loss, fiery types may be
Addiction vulnerable to or weakened by effects which smother or
douse flames. This weakness typically takes one of two
The most common addiction for fire controllers is pyro- forms: more severe effects from certain descriptors or
mania: you love setting fires, and have a difficult time re- conditions imposed by certain situations.
sisting the urge to do so, even when it wouldnt be a good In the first case, you suffer at least an additional degree
idea. The GM awards you a hero point whenever you give from effects with an appropriate descriptor, such as cold
in to temptation and have to deal with the consequenc- or water, for example. The more common the descriptors,
es, or when you roleplay struggling with your addiction, the more often your complication comes into play (and
rather than focusing on other matters. the more hero points you potentially earn). This means
A fire-controller might also be addicted to some sub- even if you succeed on a resistance check against your
stance that grants or helps to control the characters weakness, you still suffer at least one degree of failure.
powers in some way; without it, your powers go out of In other cases, you acquire a problematic condition in
control or your behavior becomes erratic. certain situations. For example, a cold environment might
hinder or impair you, or a dousing with water might daze
Phobia or fatigue you. When you are removed from the situation,
you recover from the condition it imposes. See the condi-
A fire-user may have certain fears revolving around fire and tions listed on pages 1719 of the M&M Heros Handbook
things that oppose it. For example, you might fear water, for some inspiration. In either case, when you run afoul of
your weakness in a scene, you gain a hero point.

Power Profile: Fire Powers 5


Credits & License
Mutants & Masterminds Power Profile: Fire Powers Green Ronin, and their associated logos are trademarks of
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Design and Writing: Steve Kenson
Editing and Development: Jon Leitheusser The following is designated as Product Identity, in ac-
Art Direction and Graphic Design: Hal Mangold cordance with Section 1(e) of the Open Game License,
Interior Art: Sean Izaakse Version 1.0a: hero points, power points. All characters and
Playtesters: Darren Bulmer, Leon Chang, Jack Norris, their associated images, descriptions, backgrounds, and
Aaron Sullivan related information are declared Product Identity.
Publisher: Chris Pramas
Green Ronin Staff: Bill Bodden, Joe Carriker, Will The following text is Open Gaming Content: all game system
Hindmarch, Steve Kenson, Jon Leitheusser, Nicole rules and material not previously declared Product Identity.
Lindroos, Hal Mangold, Chris Pramas, Rich Redman,
Evan Sass, Marc Schmalz Green Ronin Publishing

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6 Power Profile: Fire Powers

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