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Fire

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Fire
      Fiery Build-up
      Fiery Deflection
      Fiery Embrace
      Fiery Aura
      Fiery Comet
      Fire Control
      Flaming Fists
      Fire Breath
      Flaming Sword
      Fiery Lance
      Ignition
      Conflagration
      Flaming Bolt
      Fireball
      Dome of Fire
      Curtain of Flame


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Fiery Build-up

Fiery Build-up
Recharge: *
Stress: 1; ImageImage
Fire
SFX Fire (Fel)
If you are engaged with an opponent add Image to your dice pool.
This card remains in play while it has tokens on it. When you make a successful SFX Fire based attack, after you have calculated the damage for that attack you may remove up to SR # of tokens from this card to add +1 damage per token to the final total. When no tokens remain, return this card to your Action deck.
1: Add SR # of tokens to this card, +1 token per success and boon.
!: Add SR # of additional tokens to this card.
++: Recover 1 stress
-: Suffer 1 fatigue
??: The power build up is too much for you to handle; take SR Wounds.

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Fiery Deflection

Fiery Deflection
Recharge: 2
Stress: 1
Fire, Deflect, React
Prereq: SFX Fire (Fel)
None
You deflect an attack away with a bolt of fire.
After you have been declared the target of a ranged attack, place 2 recharge tokens on this cart to add SR # of Image to the attack's dice pool.
If the attack hits you, you have +SR Soak vs its damage.
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Fiery Embrace

Fiery Embrace
Fire, Passive
Prereq: Fire Mastery (Fel) trained
This card is always considered to be in play.
You are resistant to temperature extremes, particularly from heat and fire.
You have +(SR x 2) Soak vs. Fire based attacks. If you Soak all the damage from a Fire based attack, you do not take an automatic Wound.
You have +1 Soak vs. Radiation based attacks.
SR1: You are immune to the Exhausted condition.
SR2: When you gain the Ignited condition subtract SR from the number of counters to be added to the Ignited condition before it takes effect.
SR3: You have +(SR-2) Soak vs. Cold based attacks.

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Fiery Aura

Fiery Aura
Recharge: (SR + 2)
Stress: 1; Image
Fire, Aura, Ongoing
SFX Fire (Fel)
You create a visible shield of fire that protects you from one or more opponents.
You gain +SR Soak vs Fire while this card is recharging.
1: While this card is recharging, anyone that becomes engaged with you must make a Coordination (Ag) check or a Resilience (To) check or gain the Ignited condition for (SR+1). If you become disengaged and later reengage the condition is applied again.

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Fiery Comet

Fiery Comet
Recharge: (5-SR)
Stress: 1;Image
Fire
SFX Fire (Fel)
You accelerate, riding a bolt of flame.
1: You gain +SR movement maneuvers, and you have +1 DEF until your next Beginning of Turn phase. You are considered to be flying.
+: +1 movement maneuver.
++: You gain +SR Soak until your next Beginning of Turn phase.
-: Suffer 1 stress.
SR5: This Stunt is equivalent to a Movement skill for basic movement needs such as traveling around a few city blocks. However the stress cost makes it impractical for long distance travel. Application of the Stress-less Facilitator to this Stunt addresses this problem and makes Fiery Comet usable as if it were Superflight (Energetic), using SFX Fire (Fel) for any necessary checks. It is also still usable as a Stunt for its stated effect.

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Fire Control

Fire Control
ImageImage
Fire, 1 Turn to activate, Persisted thereafter
SFX Fire (Fel); Medium Range
Difficulty will vary based upon circumstances and specific usage.
1: you may control a volume of fire equal to (SR x 100) square feet (or SR x 10 square meters), causing the fire to move, form shapes, inflict (SR x 2) damage on contact with objects, and so forth.
Each additional success or 2 boons adds +100 square feet (or 10 square meters).
1: you may safely extinguish fires within Medium range with a temperature no greater than (SR x 500) degrees Fahrenheit (or SR x 260 degrees Celsius). You may reduce the rating of any Fire Stunt used in the affected area by SR; if the rating is reduced to 0 or less the effect is nullified.
Each additional success or 2 boons adds +500 degrees Fahrenheit (or +260 degrees Celsius).

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Flaming Fists

Flaming Fists
Recharge: 0
Fire
SFX Fire (Fel) vs Target Def
If you are engaged with an opponent you may play this card.
1: you hit for SR + Strength damage.
3: As (1) and the target gains the Ignited condition for (# of successes).
++: Add 1 recharge token to every Ignited condition the target currently has
-: Suffer 1 stress
!: The target gains the Susceptible condition for (SR).
?: You gain the Exposed condition for (5-SR).

Flaming Fists
Recharge: 0
Fire
SFX Fire (Fel) vs Target Def
If you are engaged with an opponent you may play this card.
1: you hit for SR + Strength damage.
2: As (1) and the target gains the Ignited condition for (# of successes).
++: Add 1 recharge token to every Ignited condition the target currently has
++: Add 1 recharge token to every Ignited condition the target currently has
-: Suffer 1 stress
!: The target gains the Susceptible condition for (SR).
?: You gain the Exposed condition for (5-SR).

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Fire Breath

Fire Breath
Recharge: (8-SR)
Image
Fire
Fire Mastery (Fel); Prepare; Medium Range
If you are engaged or within Medium range of an enemy you may target the closest enemy and play this card.
Add SR # of Image to your dice pool.
1: you hit; the target and anyone engaged with the target must make a Coordination (Ag) check vs SR difficulty or take (Fellowship + # of successes) damage.
3: As (1), and any target that takes damage also gains the Ignited condition for (SR).
+: Add 1 counter to one Ignited condition an affected target has.
++++: +SR damage
-: -1 damage; this may be used many times.
!: +SR damage
?: suffer (5-SR) fatigue

Fire Breath
Recharge: (8-SR)
Image
Fire
Fire Mastery (Fel); Prepare; Medium Range
If you are engaged or within Medium range of an enemy you may target the closest enemy and play this card.
Add SR # of Image to your dice pool.
1: you hit; the target and anyone engaged with the target must make a Coordination (Ag) check vs SR difficulty or take (Fellowship + # of successes) damage.
2: As (1), and any target that takes damage also gains the Ignited condition for (SR).
+: Add 2 counters to one Ignited condition an affected target has.
+++: +SR damage
-: -1 damage; this may be used many times.
!: +SR damage
?: suffer (7-SR) fatigue

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Flaming Sword

Flaming Sword
Recharge: 0
Image
Fire
SFX Fire (Fel) vs Target Def
You create a weapon of fire that burns with an incandescent glory. You count as being armed, but the flaming sword cannot be disarmed or broken.
If you are engaged with an opponent, are not impeded, and have a hand free you may play this card. If your superteam has the Heroic or Idealistic Trait, advance the superteam tension meter by 1 per critical inflicted.
1: you hit for (SR +1) + # of success damage.
3: As (1), and the target gains the Ignited condition for (SR)
5: As (3), +1 critical
++: Add 1 recharge token to one Ignited condition the target currently has.
-: Suffer 1 stress
!: The target gains the Frightened condition for (SR).
?: Suffer 1 fatigue, 1 stress.

Flaming Sword
Recharge: 0
Image
Fire
SFX Fire (Fel) vs Target Def
You create a weapon of fire that burns with an incandescent glory. You count as being armed, but the flaming sword cannot be disarmed or broken.
If you are engaged with an opponent, are not impeded, and have a hand free you may play this card. If your superteam has the Heroic or Idealistic Trait, advance the superteam tension meter by 1 per critical inflicted.
1: you hit for (SR +1) + # of success damage. You have Fear (1) until your next Beginning of Turn phase.
3: As (1), and the target gains the Ignited condition for (SR)
5: As (3), and the target gains the Frightened condition for (SR)
++: Add 1 recharge token to one Ignited condition the target currently has.
-: Suffer 1 stress
!: Add 1 recharge token to all Ignited conditions the target currently has.
?: Suffer 1 fatigue, 1 stress.

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Fiery Lance

Fiery Lance
Recharge: (8-SR)
ImageImage
Fire
SFX Fire (Fel) vs Target Def; Prepare; Long Range
If you are engaged with an enemy, add Image to your dice pool.
Add SR # of Image to your dice pool.
1: you hit for Fellowship + # of successes damage.
3: As (1), and the target gains the Ignited condition for (SR).
5: As (3), and the target gains the Susceptible condition for (SR).
+: Add 1 recharge token to any condition granted by this action.
+++: +SR damage
-: -1 damage
-: -1 damage
!: +SR damage
?: suffer (7-SR) fatigue

Fiery Lance
Recharge: (8-SR)
ImageImage
Fire
SFX Fire (Fel) vs Target Def; Prepare; Long Range
If you are engaged with an enemy, add Image to your dice pool.
Add SR # of Image to your dice pool.
1: you hit for Fellowship + # of successes damage.
2: As (1), and the target gains the Ignited condition for (SR).
4: As (2), and the target gains the Susceptible condition for (SR).
+: Add 1 recharge token to any condition granted by this action.
+++: +SR damage
-: -1 damage
-: -1 damage
!: +SR damage
?: suffer (7-SR) fatigue

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Ignition

Ignition
Recharge: 2
ImageImage
Fire
SFX Fire (Fel) vs Target Defense; Medium Range
If you are engaged with an enemy, add Image to your dice pool.
You set things on fire.
1: the target gains the Ignited condition for (SR + # of successes).
++: Add 1 recharge token to one Ignited condition the target currently has.
+: Regain 1 stress
-: Suffer 1 stress
-: Suffer 1 fatigue
!: Remove 2 recharge tokens from this card
?: Add 2 recharge tokens to this card

Ignition
Recharge: 2
Image
Fire
SFX Fire (Fel) vs Target Defense; Medium Range
If you are engaged with an enemy, add Image to your dice pool.
You set things on fire.
1: the target gains the Ignited condition for ((SR x 2) + # of successes).
++: Add 1 recharge token to one Ignited condition the target currently has.
+: Regain 1 stress
-: Suffer 1 stress
-: Suffer 1 fatigue
!: Remove 2 recharge tokens from this card
?: Add 2 recharge tokens to this card

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Conflagration

Conflagration
Recharge: (12-SR)
Stress: 2; ImageImage
Fire
SFX Fire (Fel); Medium range
If you are in or near a structure that is made of flammable materials, you may play this card. If you are engaged with an enemy, add Image to your dice pool.
1: You light the target structure on fire. Build a progress tracker with (12-SR steps) and an event space midway, and place a tracking token on the first square. Before the 1st event space all characters in the structure (including you) must pass an Average (2d) Resilience (To) check or suffer 1 fatigue each round. After the first event space, characters suffer 1 fatigue each round and must pass a Hard (3d) Resilience (To) check or suffer 1 wound each round. When the token reaches the end of the track the structure collapses, causing 12 + SR damage to anyone still trapped inside.
- -: Add one step to the progress tracker before the 1st event space.
!: Remove two steps from the progress tracker before the 1st event space.
?: Add two steps to the progress tracker before the 1st event space.

Conflagration
Recharge: (10-SR)
Stress: 3; ImageImage
Fire
SFX Fire (Fel); Medium range
If you are in or near a structure that is made of flammable materials, you may play this card. If you are engaged with an enemy, add Image to your dice pool.
1: You light the target structure on fire. Build a progress tracker with (10-SR steps) and an event space midway, and place a tracking token on the first square. Before the 1st event space all characters in the structure (including you) must pass an Average (2d) Resilience (To) check or suffer 1 fatigue each round. After the first event space, characters suffer 1 fatigue each round and must pass a Hard (3d) Resilience (To) check or suffer 1 wound each round. When the token reaches the end of the track the structure collapses, causing 14 + SR damage to anyone still trapped inside.
- -: Add one step to the progress tracker before the 1st event space.
!: Remove two steps from the progress tracker before the 1st event space.
?: Add two steps to the progress tracker before the 1st event space.

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Flaming Bolt

Flaming Bolt
Recharge: (5-SR)
Image
Fire
SFX Fire (Fel) vs Target Def; Medium Range
If you are engaged with an enemy, add Image to your dice pool.
1: you hit for SR + # of success damage.
3: As (1), and the target gains the Ignited condition for (SR).
5: As (1), and the target must must make a Coordination check vs SR difficulty or be knocked prone.
+: +1 damage
+: +1 damage
-: Suffer 1 stress
!: +1 critical
?: You gain the Exposed condition for (5-SR).

Flaming Bolt
Recharge: (5-SR)
Image
Fire
SFX Fire (Fel) vs Target Def; Medium Range
If you are engaged with an enemy, add Image to your dice pool.
1: you hit for SR + # of success damage.
3: As (1), and the target gains the Ignited condition for (SR).
5: As (1), and the target must must make a Coordination check vs SR difficulty or be knocked prone.
+: +2 damage
+: +2 damage
-: Suffer 1 stress
!: +4 damage
?: You gain the Exposed condition for (5-SR).

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Fireball

Fireball
Recharge: (10-SR)
Image
Fire
SFX Fire (Fel) vs Target Def; Medium Range
If you are engaged with an enemy, add Image to your dice pool.
1: you hit for (SR x 2) damage; Burst.
3: As (1), and all affected targets must make a Coordination check or gain the Ignited condition for (SR).
6: you hit for (SR x 3) damage; Burst. All affected targets must make a Coordination check or gain the Ignited condition for (SR). A Grandstand is appropriate.
++: Add 1 recharge counter to all Ignited conditions granted by this action.
-: Suffer 1 fatigue
-: Suffer 1 stress
!: Opponent minions suffer SR morale loss
?: The fire of the blast ignites flammables in the vicinity and causes noticeable collateral damage.

Fireball
Recharge: (7-SR)
Image
Fire
SFX Fire (Fel) vs Target Def; Medium Range
If you are engaged with an enemy, add Image to your dice pool.
1: you hit for (SR x 2) damage; Burst.
3: As (1), and all affected targets must make a Coordination check or gain the Ignited condition for (SR).
5: you hit for (SR x 3) damage; Burst. All affected targets must make a Coordination check or gain the Ignited condition for (SR). A Grandstand is appropriate.
++: Add 1 recharge counter to all Ignited conditions granted by this action.
-: Suffer 1 fatigue
-: Suffer 1 stress
!: Opponent minions suffer SR morale loss
?: If you hit, the Burst affects everything within Close range of the target rather than every thing engaged with the target. If you did not hit, the shot hits something else which is left to the GM's discretion...but it should be something you would not have wanted to hit.

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Dome of Fire

Dome of Fire
Recharge: (8-SR)
Stress: 1; Image
Fire, Lingering
SFX Fire (Fel)
Prereq: SFX Fire trained, Prepare
You surround yourself with a visible shield of solid fire that makes you and up to one ally you are engaged with difficult to harm.
If you are not engaged with an opponent and are engaged with no more than one ally you may play this card. This effect is very noticeable, and easy to spot from a distance.
1: While this Stunt lingers, you cannot take movement maneuvers, but you gain + SR DEF. I.e. if you had SR 3 you would have +3 DEF as long as you kept this Stunt lingering by spending a maneuver each Turn to maintain it. Anyone attempting to engage you an or an engaged ally (if you are protecting an ally) gains the Ignited condition for (SR). You and your ally (if you are protecting an ally) cannot leave the Dome of Fire to engage opponents, but can make non-melee attacks that do not require engagement.
++: +1 DEF while this Stunt lingers.
!: +1 Soak while this Stunt lingers.

Dome of Fire
Recharge: (12-SR)
Stress: 2; Image
Fire, Lingering
SFX Fire (Fel)
Prereq: SFX Fire trained, Prepare
You surround yourself with a visible shield of solid fire that makes you and up to one ally you are engaged with difficult to harm.
If you are not engaged with an opponent and are engaged with no more than one ally you may play this card. This effect is very noticeable, and easy to spot from a distance.
1: While this Stunt lingers, you cannot take movement maneuvers, but you gain + SR DEF. I.e. if you had SR 3 you would have +3 DEF as long as you kept this Stunt lingering by spending a maneuver each Turn to maintain it. Anyone attempting to engage you an or an engaged ally (if you are protecting an ally) gains the Ignited condition for (SR). You and your ally (if you are protecting an ally) cannot leave the Dome of Fire to engage opponents, but can make non-melee attacks that do not require engagement.
++: +1 DEF while this Stunt lingers.
!: +1 Soak while this Stunt lingers.

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Curtain of Flame

Curtain of Flame
Recharge: (8-SR)
Fatigue: 1; ImageImage
Fire, Invested
SFX Fire (Fel); Close Range
Prereq: SFX Fire trained, Prepare
You erect a visible barrier of intensely hot fire.
1: While this Stunt is invested, all attacks targeting into or across the Curtain add SR # of Image to their dice pool. Anything crossing through the curtain gains the Ignited condition for (SRx3)
SR 1: The Curtain can protect one engagement from attacks originating from a specific cardinal direction (i.e. north, south, east, west).
SR 2: The Curtain can protect one engagement from attacks originating from 2 contiguous cardinal direction (i.e. north and east, north and west, south and east, south and west).
SR 3: The Curtain can protect one engagement from attacks originating from all sides.
SR 4: The Curtain can protect everything within Close range of a designated point from attacks originating from all sides.
SR 5: The Curtain can protect everything within Medium range of a designated point from attacks originating from all sides.

Curtain of Flame
Recharge: (12-SR)
Fatigue: 1; ImageImage
Fire, Invested
SFX Fire (Fel); Close Range
Prereq: SFX Fire trained, Prepare
You erect a visible barrier of intensely hot fire.
1: While this Stunt is invested, all attacks targeting into or across the Curtain add SR # of Image to their dice pool. Anything crossing through the curtain gains the Ignited condition for (SRx3)
SR 1: The Curtain can protect one engagement from attacks originating from a specific cardinal direction (i.e. north, south, east, west).
SR 2: The Curtain can protect one engagement from attacks originating from 2 contiguous cardinal direction (i.e. north and east, north and west, south and east, south and west).
SR 3: The Curtain can protect one engagement from attacks originating from all sides.
SR 4: The Curtain can protect everything within Close range of a designated point from attacks originating from all sides.
SR 5: The Curtain can protect everything within Medium range of a designated point from attacks originating from all sides.

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