Apprentice | Fire and heat-based effects do not harm you or any equipment kept in close contact with you. You can direct the movement of one fire within 10 feet of you. It will ignore winds and can even cross water if Feed is used. The movement rate is 10 feet per round (15 if Adept, 20 if Master). The wind can sometimes move it faster. |
---|---|
Journeyman | You can grasp fire as if it were a solid object. |
Master | You can give flames the semblance of life. |
Concentrate | For every rank in this you can control an additional fire beyond the first. |
---|---|
Extinguish | You may use an action to reduce a fire by a number of dice equal to your rank in this knack. See GM 200 for fire rules. You can affect 100 square feet of fire per rank in this knack. |
Feed | You may keep a fire going by taking 2 times the number of dice of fire you want to prevent being lost in flesh wounds each phase. This damage is reduced by your rank in this knack. A wound check is made at the end of each round for this damage. |
Range | You may affect fires up to 40 feet times your rank in this knack away |
Firestarting | You may take 1 flesh wound to light a fire in adverse conditions. How adverse depends on your rank. 1=damp tinder or strong wind, 2= wet tinder or light rain, 3= waterlogged tinder or medium rain, 4= non-combustible tinder or heavy rain, 5= any material or weather conditions. |
Flaming Blade | You may place your sword into a fire and pick up the flames. The sword does extra damage equal to your rank in this knack times 1 (Apprentice), 2 (Adept), or 3 (Master). |
Hurl Fire | Requires Adept status before this knack can be raised to 1 or higher. You may use an action to reach into a fire and throw a chunk at an opponent. Roll Finesse+this knack to hit with a range of 5+(Brawn*2) yards. Damage if you hit is 3k3 (Adept) or 4k4 (Master). Regardless, you take 2 flesh wounds minus your rank in the Feed knack. This fire dies out and cannot be used to ignite someone or something. |
Fireflies | Requires Master status before this knack can be raised to 1 or higher. You may spend 3 actions to convert 1 die of fire into a 10' by 10' cloud of fireflies, and you take 1 flesh wound (which won't heal until the cloud goes away). You control the cloud and can extinguish it at will. The cloud canmove 15 feet or 1 level per phase. Any creature in the cloud takes 1 flesh wound per phase unless wearing heavy clothing or other protection. You can have one cloud for each rank you have in this knack. |
Flame Serpent | Requires Master status before this knack can be raised to 1 or higher. You may spend 5 actions to convert 2 dice of fire into a flame serpent, and you take 3 flesh wounds (which won't heal until the serpent goes away). You control the serpent and can extinguish it at will. It acts as if it had all traits of 3, but it cannot be harmed except by immersion in water. It starts with your rank in this knack in damage dice (for example, 3k3 if your rank is 3), but after each successful hit it loses a damage die. When at zero dice it can still move but does no damage. It may regain dice up to its starting value at the rate of 1 die per round of sitting in a fire. You can have one flame serpent for each rank you have in this knack. |
Firebird | Requires Master status before this knack can be raised to 1 or higher. You may spend 10 actions to convert 4 dice of fire into a firebird with a 40 foot wingspan, and you take 5 flesh wounds (which won't heal until the firebird goes away). You control the firebird and can extinguish it at will. When extinguishing it, you may choose to have it explode as a rank 4 explosion. It acts as if it had all traits of 3, but it cannot be harmed except by immersion in water. It does not attack or deal damage. It can instead travel up to 50 miles times your rank in this knack each day. And it may carry one passenger for each rank you have in this knack. |