| Green Abilities |
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Green Abilities: Action
|
Name |
Type |
Game Text |
|
Child of Fire |
I |
If you would take Fire damage, take half that damage and Boost yourself by the same amount. |
|
Mirroring Figments |
R |
When you would take damage roll a d4 while in the Green zone, d6 while in the Yellow, or d8 while in Red. Reduce the damage you take by the value rolled. Then, Hinder the attacker with the same value. |
|
Scorching Bolts |
A |
Attack multiple targets using Fire. Use your Min die against each. |
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Fire |
A |
Overcome a fire challenge. Use your Max die. You and each of your allies gains a hero point. |
|
Chaos |
A |
Overcome a situation very messily. Use your Max die. You and each of your allies gains a hero point. |
| Yellow Abilities |
| Yellow Abilities: Action |
Name |
Type |
Game Text |
|
Creative Cozener |
A |
Roll a dice pool that includes Wizardry + Creativity. Choose multiple targets at your location and Boost or Hinder each using the Min die. |
|
Elusiveness |
R |
When you would take damage, Defend against that damage by rolling your Stealth die. If you reduce the damage to 0, you may maneuver to a new location in your environment. |
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Opportunistic Attack |
A |
Select a nearby target with a penalty, and gain an equal bonus that you must use on your next attack. Then Attack that target using Stealth. You may Hinder the same target or Boost yourself using your Min die. |
| Red Abilities |
| Red Abilities: Action |
Name |
Type |
Game Text |
|
Fanning Flames |
I |
When the zone changes to Red, Boost yourself by rolling your single Fire die. That bonus is persistent. |
|
Flaming Flute |
A |
Once per issue, Attack multiple targets using Fire. Use your Max + Mid + Min die. Take a minor twist representing collateral harm. |