Fire and Heat (Trapping)
Fire is a very common trapping for attack powers with heat having similar but less combustible effects.
- Armor Piercing (2 PP): Fire and heat bypass cracks in armor. A damaging power gains AP 2 (ignores 2 points of armor).
- Aura (1 PP): Beneficial powers surround a subject with a hot or fiery aura, and on a raise, the target gains the effect of the Damage Field power that causes 2d4 damage.
- Fatigue (1 PP): A heat trapping on an attack forces the victim to make a Vigor roll or suffer Fatigue.
- Flammable (1 PP): With a hit by a fire power, roll for any potentially flammable objects to catch fire (GM's call). Alternatively a heat trapping, liquids on the target (water, potions, etc.) evaporate on a 6 on a d6 with a success, or a 4–6 on a raise.