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The Human Torch
| Dex: 06 | Str: 03 | Bod: 05 | Motivation: Thrill of Adventure |
| Int: 05 | Wil: 05 | Min: 05 | Occupation: Adventurer |
| Inf: 06 | Aur: 05 | Spi: 07 | Resources {or Wealth}: 005 |
| Init: 019 | HP: 110 |
Powers: Air Control: 05, Bomb: 08, Energy Absorption: 07, Flame Animation: 07, Flame Being: 07, Flame Control: 13, Flame Immunity: 10, Flame Project: 15, Flame project (nova flame, see below): 20, Flash: 08, Flight: 07, Fog: 06, Force Field: 07, Force Manipulation: 10, Split: 08, Temperature Control: 06
Bonuses and Limitations: See below
Skills: Accuracy (Flame Powers): 08, Acrobatics (Aerial, Dodging): 07, Martial Arts: 05, Gadgetry: 05, Vehicles: 06
Advantages: Area Knowledge (New York), Headquarters (Expansive), Insta-change, Popularity, Rich Friend (Reed Richards)
Connections: Ant-Man II (High), Fantastic Four (High), Inhumans (Low), Spider-Man (Low), Wyatt Wingfoot (High), Matthew Murdock (Low), Hero Community (High, Powerful), Uatu the Watcher (Low, Powerful)
Drawbacks: Public Identity, Loss Vulnerability (see below)
Equipment: ATMO-WEB [BODY 04, Sealed Systems: 04, Bonus: This suit effectively negates Johnny’s Loss Vulnerability and even enables him to use his powers in water or in vacuum, Duration 12 APs.]
The Torch’s flame powers and tactics
The Human Torch is a powerful energy wielder capable
of projecting fire (Flame Project), cover himself in a sheath of flame
(Flame Being), with a maximum duration of 17 hours, as well as control
the fire in many different ways (Fire Control and derived effects). While
aflame, he’s lighter than air and thus capable of free flight (Flight),
but only as long as he’s still aflame (-1).
A common trick is to control air currents (Air Control), although the Torch has to be flying fast in circles or other shapes to do so (-1) - often to buffet opponents with heated air for various purposes.
All of the Torch’s Powers are dependent (i.e. contingent) on his Flame Project (-1) power and all projected flames have to be guided by hand (No built-in AV for Flame Project). A very common tactic is to project balls of fire against an opponent (aiming with Accuracy). He can only empty all of his energy at once in an overwhelming attack (see Going Nova!, below). His fine-control over his flaming sheath is complete, allowing even for Partial Flame Being (+1), which is most useful if he’s going to catch someone in the air.
The Torch’s energy sheath also has useful protective properties (Force Field), but only as long as he’s aflame (-1). It enables him, but him only (-2), to become more resistant to all physical attacks.
Johnny has supreme control over all flames (Fire Control) and can even create simple objects (-2) such as cages out of flame (Force Manipulation, with the Limitation that half the active APs of Force Manipulation must be used to give the object Flame Being (-2)). His constructs are not solid, but rather attack anyone touching them with the APs of Flame Being. APs of Flame Being also serves as the difficulty to extinguish said flames through appropriate means.
Furthermore, the Human Torch can absorb flames into his own body with no ill effects (Energy Absorption (Fire/flame only; -2)) and even control temperature levels in his surroundings (Temperature Control). If Johnny absorbs energy past his normal limit, as in Pushing, he might have to Go Nova (-0; see Below; GM’s call).
Many Torches
The Human Torch II occasionally uses a peculiar combat stunt
based on his superior control over flame. This elaborate trick is to create
flame doppelgangers of himself (Flame Animation). These beings can fool an
opponent by presenting several targets at once and he can let each one of
them attack the opponent. These creations are flying, unintelligent forms
of pure flame ; as such, creatures created by Flame Animation possess
neither the
STR attribute nor Mystical Stats (-2). also, the Flame Animation’s elementals’
APs of Flame Being are equal to their APs of BODY, instead of the normal
AURA, and the elementals have Flight equal to their APs of given DEX).
The Torch can make several independent flame copies at once (Split is Usable on Others (+5) and doesn’t decrease APs of stats for each split created (+5), Split may only be used on creatures created by, and in conjunction with, Flame Animation (-3)).
The tactic to create many Human Torches requires great concentration and is sparingly used only (Flame Animation is a Minor Marginal Power (-1)).
Going Nova !
At desperate times Johnny will release all of his energy at once in a
powerful nova blast in order to defeat a superior opponent. The
carrier power for this Combination is the Bomb Power (+1) ; the
Torch’s second Flame project power is active thorough the Bomb (+1),
and is Diminishing (-1). Both Bomb and the Second Energy blast must
be used together and can only be used together (-1), and must be used
at maximum APs (Non-variable Limitation, -1).
Going nova is very taxing for Johnny and is used as a last resort, with the following consequences :
- Bomb is Catastrophically Fatiguing; -3)
- Bomb has Catastrophic Power Burnout ; if Bomb burns out Johnny’s Flame project also burns out, thus triggering a general Burn Out of the Torch’s powers due to the Contingent Limitation.
- Bomb is Catastrophically Marginal; -3)
Putting out the Torch
The second Human Torch is surprisingly easy to extinguish. In the
past, he has proven vulnerable to vacuum, water, strong winds, cold
and ice attacks, being smothered in sand, asbestos blankets and nets,
fire-extinguishing foam, rare gases, etc. The Power Loss is automatic
in conditions which do not physically allow for fire (cast in vacuum,
in a room flooded with rare gases, completely submersed) ; in other
cases the fire-fighting method is matched against Johnny’s MIND/Flame
Being as the OV/RV. Partial RAPs reduce all of Johnny’s Powers by the
number of RAPs, while full RAPs trigger a full Power Loss of all
Powers.
During his early career in the FF, a slightly lower Flame Being power and a MIND as low as 03 made it difficult for Johnny to fight off even relatively light fire fighting measures ; an increased MIND has since made him harder to put out.
Modern Torch
After the Heroes Reborn arc, Storm gains the Thermal vision: 08
Power and acquires a Connection with Namorita (High).
Post-modern Torch
As a bonus, this writeup include a writeup of an older Johnny Storm
in the MC2 continuity - at the end of the writeup.
Game Stats — DC Adventures
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Human Torch (Classic) — Averaged PL 11.6
| STR | STA | AGL | DEX | FGT | INT | AWE | PRE |
| 01 | 03 | 04 | 03 | 05 | 02 | 01 | 02 |
Flame on! ● 43 points ● Descriptor: Mutation, Cosmic Rays, Fire
- Fire Aura — Damage 6, Reaction
- Protective Field — Protection 7, Impervious 7, Limited (Physical Impacts)
- Afterburner — Flight 6
Absorb flame ● 12 points ● Descriptor: Mutation, Cosmic Rays, Fire
- Protection 14, Impervious 14, Limited 3(Fire)
- Enhanced Fortitude 12, Limited (Heat) 3
- Immunity 1 (Heat Environment)
- Second Chance (Fire Damage, Fire Afflictions)
Flame control Array ● 87 points ● Descriptor: Mutation, Cosmic Rays, Fire
- Flame Project — Ranged Damage 14
- Fire Shapes — Ranged Damage 8, Area (Shapeable, Volume Rank 11)
- Flash — Affliction 9 (resisted by Dodge, Fortitude to recover; impaired, disabled, unaware), Cumulative, Limited (Visual only)
- Temperature Control —Environment (intense heat) 5
- Move Flames — Move Object 13, Limited (fire only)
- Obscure Vision — Concealment 4 (Visual), Area (Shapeable, Volume Rank 11), Attack
- Nova Flame — Damage 17, Area (Burst, Distance 2), Distracting, Quirk (maximum force), Tiring and Enhanced Advantage (Extraordinary Effort)
- Flame Animation — Summon 5, Active, Concentration, Controlled, Horde, Mental Link, Multiple Minions 3, Sacrifice ● 52 points ● FLAME ANIMATION : STR -, STA -, AGI 0, DEX 0, FGT 1, INT -, AWE 0, PRE -; Powers: Flame Being (Damage 6, Reaction), Flight 5, Immunity 35 (Fortitude effects, fire damage), Insubstantial 1, Protection 8; Skills: Close Combat: Unarmed 10 (+11); Offense: Flame being +11 (Damage 6); Defense: Dodge 11, Parry 11, Fortitude -, Toughness 8, Will -; Costs: Abilities -38, Powers 82, Skills 5, Defenses 21, Total 70.
Costume change ● 1 point ● Descriptor: Unstable molecules
Feature (Quick Change)
Atmo-Web ● 9 points (Removable) ● Descriptor: Technology
Immunity 10 (life support)
Feature (nullifies Power Loss complication)
Close Attack 4, Defensive Attack, Defensive Roll 2, Evasion, Favored Environment (in the air), Improved Defenses, Redirect
Benefit 2 (Popularity), Benefit (Rich Friend - Reed Richards), Connected, Inventor
Athletics 4 (+5), Deception 3 (+5), Insight 2 (+3), Perception 4 (+5), Persuasion 2 (+4), Ranged Combat (Flame Control) 9 (+12), Technology 8 (+10), Vehicles 6 (+9
| Initiative +4 |
| Unarmed +9, Close, Damage 1 (6 w/Flame) |
| Flame Project +12, Ranged, Damage 14 Fire |
| Flash, Area, Affliction 9 |
| Fire Shapes, Area, Damage 10 |
| Nova Flame, Area, Damage 17 Fire |
| Dodge | 10 | Fortitude | 8 |
| Parry | 10 | Toughness | 12**/5/3* |
| Will | 8 |
Thrills Johnny is a competitor and a lover of good times
Public Identity Famous as a member of the Fantastic Four
Power Loss The second Human Torch is surprisingly easy to extinguish. In the past, he has proven vulnerable to vacuum, water, strong winds, cold and ice attacks, being smothered in sand, asbestos blankets and nets, fire-extinguishing foam, rare gases, etc. The Power Loss is automatic in conditions which do not physically allow for fire (cast in vacuum, in a room flooded with rare gases, completely submerged); in other cases, Johnny resists the ranks of the fire-fighting method with his Will. Most methods count as Nullify, but a clinging effect should be treated more like Weaken.
Flame Out Using the Nova Flame power expends all of Johnny’s energy at once, and so is somewhat risky. He must make a DC 10 Will resistance check; on a failure, his Flame Control and Flame On! powers are nullified until he succeeds at another resistance check at the beginning of his turn.
Trade-off areas Attack & Effect PL 17, Dodge/Toughness PL 8, Parry/Toughness PL 8, Fort & Will PL 8
Point total 253 Abilities 42, Defences 23, Skills 19, Powers 143, Devices 10, Advantages 16. Equiv. PL 17.
