EditFire
EditFiery Build-up
| Fiery Build-up | | Recharge: * | Stress: 1;  | | Fire | | SFX Fire (Fel) | If you are engaged with an opponent add 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. | EditFiery 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 to the attack's dice pool. | | If the attack hits you, you have +SR Soak vs its damage. |
EditFiery 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. |
EditFiery Aura
| Fiery Aura | | Recharge: (SR + 2) | Stress: 1; | | 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. | EditFiery Comet
| Fiery Comet | | Recharge: (5-SR) | Stress: 1; | | 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. | EditFire Control
| Fire Control |   | | 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). | EditFlaming 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). |
EditFire Breath| Fire Breath | | Recharge: (8-SR) |  | | 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 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) |  | | 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 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 |
EditFlaming Sword
| Flaming Sword | | Recharge: 0 | | | 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 | | | 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. | EditFiery Lance| Fiery Lance | | Recharge: (8-SR) |  | | Fire | | SFX Fire (Fel) vs Target Def; Prepare; Long Range | If you are engaged with an enemy, add to your dice pool. | Add SR # of 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) |  | | Fire | | SFX Fire (Fel) vs Target Def; Prepare; Long Range | If you are engaged with an enemy, add to your dice pool. | Add SR # of 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 |
EditIgnition
| Ignition | | Recharge: 2 |   | | Fire | | SFX Fire (Fel) vs Target Defense; Medium Range | If you are engaged with an enemy, add 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 |  | | Fire | | SFX Fire (Fel) vs Target Defense; Medium Range | If you are engaged with an enemy, add 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 | EditConflagration
| Conflagration | | Recharge: (12-SR) | Stress: 2;   | | 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 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;   | | 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 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. | EditFlaming Bolt
| Flaming Bolt | | Recharge: (5-SR) | | | Fire | | SFX Fire (Fel) vs Target Def; Medium Range | If you are engaged with an enemy, add 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) | | | Fire | | SFX Fire (Fel) vs Target Def; Medium Range | If you are engaged with an enemy, add 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). | EditFireball
| Fireball | | Recharge: (10-SR) |  | | Fire | | SFX Fire (Fel) vs Target Def; Medium Range | If you are engaged with an enemy, add 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) |  | | Fire | | SFX Fire (Fel) vs Target Def; Medium Range | If you are engaged with an enemy, add 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. | EditDome of Fire
| Dome of Fire | | Recharge: (8-SR) | Stress: 1;  | | 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;  | | 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. | EditCurtain of Flame
| Curtain of Flame | | Recharge: (8-SR) | Fatigue: 1;   | | 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 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;   | | 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 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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