Fire Clones

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Fire Clones (Major) by Stone Gargoyle

1. Creating Fire Clones: The hero has a pyrokinetic ability to construct copies of himself out of fire. These duplicates are obviously fire, generating heat and consuming oxygen while producing smoke. They are not really intelligent, only gaining intelligence as a result of the hero's mental energy, and are basically puppets controlled by the hero.

Range: The hero can shape existing flames into humanoid shape up to a distance of 300 feet, plus 5 feet per level, line of sight.
Duration: The hero can only shape and control the fire for his ME number in minutes, plus one minute per level. They will revert to normal flames if the hero moves out of range, releases his control, is knocked unconscious or is killed.
Control Roll: Controlling the fire clones requires a control roll each melee round. This is done with a skill base of 80%, +1% per level. A failed roll means the clones move, just not as directed.
Number of uses of power: Unlimited, but each creation of an additional group of clones after his ME number of times per day, plus one time per level, creating a new batch of clones reduces the percentage chance of control of them by -5%.
Number of clones per batch: Unlimited, but each clone in a controlled group over his ME number, plus one clone per level, reduces the percentage chance of control by -2%.
Attacks: Creating clones simultaneously up to his ME number in clones, plus one clone per level, can be done using only one melee attack, action, but each clone over that number must be created using an additional attack/action. Also, each creation of clones must be followed immediately by a control roll or they will revert back to normal flames by the end of the melee round.

2. Clone Abilities: The clones are basically humanoid of the same build and height as the hero creating them, resembling him and mirroring his mannerisms.

IQ, MA and ME: The flame will seem eerily intelligent as a result of the flame absorbing some of the hero's mental energy, with the IQ, MA and ME of an uncontrolled clone equal to 3 +2d4. When controlled, they simply act as puppets. Clones do not have access to the hero's memories, skills or HtoH training.
PS, PP and PE: Equal to the hero's ME number. The hero's ME bonus will act as the strike, parry and dodge bonus. Flame clones gain a +2 to strike and a +4 Autododge.
PB: Equivalent to the hero, -1d4
Speed: Uncontrolled fire clones move at twice the hero's maximum speed attribute. When controlled, they move at a speed equal to the hero's ME attribute.
Attacks: Uncontrolled Fire Clones have a number of attacks equal to the hero who created them. When controlled, they have a number of independent attacks equal to the hero's ME bonus and otherwise cannot attack unless the hero uses an attack of his own to make them do so.
Senses: The hero cannot use the clone as a sensory device when controlling it and does not actually sense or see things through it unless possessing it (see below). Uncontrolled clones aware of their surroundings through a type of thermal radar, able to sense opponents within 30 feet, plus 5 feet per level.
Impervious to fire and heat: Fire clones take no damage from fire, plasma and heat and can absorb fire to heal up to 4d6 damage. They also do not take damage from physical attacks under their Natural AR of 14.
Dangers:
The fire uses up oxygen rapidly and the lack of oxygen will cause the fire to be extinguished, destroying the clone. Intense cold, ice, chemicals or being doused with large amounts of water will cause the clones to be extinguished as well. Such attacks will have a 01-40% chance of destroying the fire clone.
There is also a chance the fire clone will set nearby materials ablaze (use the table at the end of APS: Fire for the percentage chances for different materials).
Horror Factor: 16
SDC: ME attribute number of the hero X 5, plus 5 per level.
HP: Not applicable.
Damage: Strikes from the fire clone do 4d6 plus any PS damage bonus (using ME as PS per notation above). Also, anyone striking the fire clone will take 4d6 damage.
Maneuvers: By creating enough clones, the hero can use them to surround an opponent, essentially creating a wall of flame, with anyone passing through it taking 4d6 damage.
Limitations: Fire clones must be created from existing flames and require materials to burn and oxygen to maintain the flames. The fire clones generate a great amount of heat and smoke.

3. Possess Clone: The hero can elect to create a single clone and possess it through a control roll done with a penalty of -40%. Upon a successful roll, the hero can control the clone for his ME number in hours as if it were his own body.

Adjustments to clone:
The hero's IQ, MA and ME are transferred to the clone, as are his combat skills and HtoH, as well as all his memories and other skills. Can attack as per the hero's normal attacks.
All other attributes are as normal for the clone. When the clone's SDC is depleted, his energy will return to his normal body.
Limitations: As above, plus the hero cannot throw fire balls or expel fire and suffers all the dangers a fire clone does. He cannot cause the clone to explode as a Super Nova (see APS Fire, HU2 p. 242-3) without destroying the clone and suffering from neural shock, and he would have to make a successful control roll at a penalty of -60% to do so. This is not recommended, as he would lose his ability to create fire clones for 1d4 weeks afterwards (see APS Fire #6 for the damage from such a fiery explosion), use up all attacks for the melee round and remain unconscious once back in his normal body for 1d4 hours.

4. Other Abilities and Bonuses:

+1d4 ME
Hero is himself resistant to fire and heat (half damage)
+2 to save vs. possession and mind control

GM Option: The GM may allow the hero to detonate the clones (as per the Super Nova subability of APS Fire, HU2 p. 242-3) as an attack, but this may be too overpowering for some games. GMs should consider the pros and cons of this before allowing it in their games. Adding Fire Ball or Fire Expulsion abilities should also be avoided unless running a higher powered game.

  • Fire Ball: Use APS Fire subability (HU2 p. 242)
  • Continuous Bolt of Flame: Use APS Fire subability (HU2 p. 241-2)
  • Energy Expulsion: Fire: Use the minor superability (HU2 p. 231)

Fire Clones - Revised (Major) by Stone Gargoyle

1. Creating Fire Clones: The hero has a pyrokinetic ability to construct copies of himself out of fire. These duplicates are obviously fire, generating heat and consuming oxygen while producing smoke. They are not really intelligent, only gaining intelligence as a result of the hero's mental energy, and are basically puppets controlled by the hero.

Range: The hero can shape existing flames into humanoid shape up to a distance of 300 feet, plus 5 feet per level, line of sight.
Duration: The hero can only shape and control the fire for his ME number in minutes, plus one minute per level. They will revert to normal flames if the hero moves out of range, releases his control, is knocked unconscious or is killed.
Control Roll: Controlling the fire clones requires a control roll each melee round. This is done with a skill base of 80%, +1% per level. A failed roll means the clones move, just not as directed.
Number of uses of power: Unlimited, but each creation of an additional group of clones after his ME number of times per day, plus one time per level, creating a new batch of clones reduces the percentage chance of control of them by -5%.
Number of clones per batch: Can create a number of clones equal to half of his ME number, plus one clone per level.
Attacks: Creating clones simultaneously up to his ME number in clones, plus one clone per level, can be done using only one melee attack, action, but each clone over that number must be created using an additional attack/action. Also, each creation of clones must be followed immediately by a control roll or they will revert back to normal flames by the end of the melee round.

2. Clone Abilities: The clones are basically humanoid of the same build and height as the hero creating them, resembling him and mirroring his mannerisms.

IQ, MA and ME: The flame will seem eerily intelligent as a result of the flame absorbing some of the hero's mental energy, with the IQ, MA and ME of an uncontrolled clone equal to 3 +2d4. When controlled, they simply act as puppets. Clones do not have access to the hero's memories, skills or HtoH training.
PS, PP and PE: Equal to half of the hero's ME number. The hero's ME bonus will act as the strike, parry and dodge bonus. Flame clones gain a +2 to strike and a +4 Autododge.
PB: Equivalent to the hero, -1d4
Speed: Uncontrolled fire clones move at twice the hero's maximum speed attribute. When controlled, they move at a speed equal to the hero's ME attribute.
Attacks: Uncontrolled Fire Clones have a number of attacks equal to the hero who created them. When controlled, they have a number of independent attacks equal to the hero's ME bonus and otherwise cannot attack unless the hero uses an attack of his own to make them do so.
Senses: The hero cannot use the clone as a sensory device when controlling it and does not actually sense or see things through it unless possessing it (see below). Uncontrolled clones aware of their surroundings through a type of thermal radar, able to sense opponents within 30 feet, plus 5 feet per level.
Impervious to fire and heat: Fire clones take no damage from fire, plasma and heat and can absorb fire to heal up to 4d6 damage. They also do not take damage from physical attacks under their Natural AR of 14.
Dangers:
Water may be used to extinguish the fire clones as it would a normal fire.
The fire uses up oxygen rapidly and the lack of oxygen will cause the fire to be extinguished, destroying the clone. Intense cold, ice, chemicals or being doused with large amounts of water will cause the clones to be extinguished as well. Such attacks will have a 01-40% chance of destroying the fire clone.
There is also a chance the fire clone will set nearby materials ablaze (use the table at the end of APS: Fire for the percentage chances for different materials).
Horror Factor: 14
SDC: ME attribute number of the hero X 5, plus 5 per level.
HP: Not applicable.
Damage: Strikes from the fire clone do 4d6 plus any PS damage bonus (using ME as PS per notation above). Also, anyone striking the fire clone will take 4d6 damage.
Maneuvers: By creating enough clones, the hero can use them to surround an opponent, essentially creating a wall of flame, with anyone passing through it taking 4d6 damage.
Limitations: Fire clones must be created from existing flames and require materials to burn and oxygen to maintain the flames. The fire clones generate a great amount of heat and smoke. The clones can only attack what they are capable of touching. They cannot expel fire or make themselves larger by absorbing fire.

3. Possess Clone: The hero can elect to create a single clone and possess it through a control roll done with a penalty of -40%. Upon a successful roll, the hero can control the clone for his ME number in hours as if it were his own body.

Adjustments to clone:
The hero's IQ, MA and ME are transferred to the clone, as are his combat skills and HtoH, as well as all his memories and other skills. Can attack as per the hero's normal attacks.
All other attributes are as normal for the clone. When the clone's SDC is depleted, his energy will return to his normal body.
Limitations: As above, plus the hero cannot throw fire balls or expel fire and suffers all the dangers a fire clone does. He cannot cause the clone to explode as a Super Nova (see APS Fire, HU2 p. 242-3) without destroying the clone and suffering from neural shock, and he would have to make a successful control roll at a penalty of -60% to do so. This is not recommended, as he would lose his ability to create fire clones for 1d4 weeks afterwards (see APS Fire #6 for the damage from such a fiery explosion), use up all attacks for the melee round and remain unconscious once back in his normal body for 1d4 hours.

4. Other Abilities and Bonuses:

+1d4 ME
Hero is himself resistant to fire and heat (half damage)
+2 to save vs. possession and mind control

Fire Clones (minor) by Stone Gargoyle

1. Creating Fire Clones: The hero has a pyrokinetic ability to construct small copies of himself out of fire. These duplicates are obviously fire, generating heat and consuming oxygen while producing smoke. They are not really intelligent, only gaining intelligence as a result of the hero's mental energy, and are basically puppets controlled by the hero.

Range: The hero can shape existing flames into humanoid shape up to a distance of 30 feet, plus 5 feet per level, line of sight.
Duration: The hero can only shape and control the fire for his ME number in minutes, plus one minute per level. They will revert to normal flames if the hero moves out of range, releases his control, is knocked unconscious or is killed.
Control Roll: Controlling the fire clones requires a control roll each melee round. This is done with a skill base of 30%, +1% per level. A failed roll means the clones move, just not as directed.
Number of uses of power: Equal to the character's ME attribute per day.
Number of clones per batch: Two clones at level one, plus an additional clone at levels 4, 8 and 12.
Attacks: Creating each clone uses a melee action per clone. Also, each creation of clones must be followed immediately by a control roll or they will revert back to normal flames by the end of the melee round.

2. Clone Abilities: The clones are basically humanoid of a height 0f six inches, resembling him and mirroring his mannerisms.

IQ, MA and ME: The flame will seem eerily intelligent as a result of the flame absorbing some of the hero's mental energy, with the IQ, MA and ME of an uncontrolled clone equal to 3 +2d4. When controlled, they simply act as puppets. Clones do not have access to the hero's memories, skills or HtoH training.
PS, PP and PE: 5. The hero's ME bonus will act as the strike, parry and dodge bonus.
PB: Equivalent to the hero, -1d4
Speed: Uncontrolled fire clones move at a speed equal to the character's ME attribute.
Attacks: Uncontrolled Fire Clones have a single attack per melee round. When controlled, they have a number of independent attacks equal to the hero's ME bonus and otherwise cannot attack unless the hero uses an attack of his own to make them do so.
Senses: The hero cannot use the clone as a sensory device when controlling it and does not actually sense or see things through it. Uncontrolled clones are aware of their surroundings through a type of thermal radar, able to sense opponents within 3 feet, plus 1 foot per level.
Impervious to fire and heat: Fire clones take no damage from fire, plasma and heat and can absorb fire to heal up to 4d6 damage. They also do not take damage from physical attacks under their Natural AR of 14.
Dangers:
Water may be used to extinguish the fire clones as it would a normal fire.
The fire uses up oxygen rapidly and the lack of oxygen will cause the fire to be extinguished, destroying the clone. Intense cold, ice, chemicals or being doused with large amounts of water will cause the clones to be extinguished as well. Such attacks will have a 01-40% chance of destroying the fire clone.
There is also a chance the fire clone will set nearby materials ablaze (use the table at the end of APS: Fire for the percentage chances for different materials).
Horror Factor: 10
SDC: ME attribute number of the hero, plus 1 per level.
HP: Not applicable.
Damage: Strikes from the fire clone do 2d6 . Also, anyone striking the fire clone will take 2d6 damage.
Limitations: Fire clones must be created from existing flames and require materials to burn and oxygen to maintain the flames. The fire clones generate a great amount of heat and smoke. The clones can only attack what they are capable of touching. They cannot expel fire or make themselves larger by absorbing fire

4. Other Abilities and Bonuses:

+1d4 ME
Hero is himself resistant to fire and heat (half damage)
+2 to save vs. possession and mind control