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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.
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.
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.
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.
Mutants & Masterminds Power Profile: Fire Powers is 2012 3815 S. Othello St., Suite 100 #304
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