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Heat/Fire

Power

Powers · p.129

Open source p.129

Sources: Divine, Magical, Psionic Spirit, or Super. Focus: Heat and flame. Heat/Fire power commands heat and its usual consequence, fire – although Heat and Fire might be separate powers in some game worlds. A common power in legend and fiction, it’s associated with fire gods (Divine), fire spells (Magical), elemental fire spirits (Spirit), and direct elemental control (Elemental and Super). Psis with such capabilities might have Psychokinesis (p. 133) . . . but pyrokinesis (Psionic) is often a unique power. Heat/Fire Talent 5 points/level Heat/Fire Abilities Abilities labeled would suit a separate Fire power; those with † are appropriate for a separate Heat power. Alternate Form (Body of Fire); Control (Fire); Create Damage Resistance, with Limited for Cold†, Heat†, or Ranged Projectiles (all -40%); Flight, with Nuisance Effect; Infravision†; Abilities, with Limited, Fire (-10%) and Physical; Obscure, against vision or Ladar (smoke), or Infravision†; Protected Power†; Scanning Sense (Active IR)†; Telecommunication (Infrared)†; Temperature Control, with Heat†; Temperature Tolerance†; and Walk on Air, with Specific, Smoke (-40%)*. A Fire attack is generally a Burning Attack – but an Affliction with Coughing or Suffocation can represent smoke. A Heat attack is a Burning Heat/Fire power commands heat and its usual consequence, fire – although Heat and Fire might be separate powers in some game worlds. Attack if it delivers a high-intensity “heat ray,” a Fatigue Attack if it eleElemental, vates the target’s body temperature. In (“Pyrokinesis”), either case, the GM may permit other damage types with the Incendiary modifier. Power Modifier: Heat/Fire. The advantage belongs to the Heat/Fire power. This modifier is typically Divine (-10%), Elemental (-10%), Magical (-10%), Psionic (-10%), Spirit (-25%), or Super (-10%), and may be both Elemental and Super.