I've always thought there should be a fire-based offensive skillset in the IRE games (Illumination doesn't count, it's wimpy and defensive) so this is my idea of a skillset revolving around stacking damage through fiery abilities along with some salvestacking. There's probably room for some more abilities and I guess that's what the forums are for, eh? Feel free to suggest them if you have them.
Anyway, the general idea for how the skillset would kill would be by either stacking large amounts of damage with the dousings/room effects/immolate/whip or to build up flame levels/limb damage in preparation for a fully charged risingheat leading to a boilblood.
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Pyroweaponry
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Chemistry Create deadly chemicals.
Enflame Ignite your whip.
Orange A mixture of speed and damage.
Red Sacrifice speed for damage.
Yellow Sacrifice damage for speed.
Blue A highly specialized style.
GasolineDouse Make them catch on fire easily.
ChemicalXDouse Make that fire burn without mercy.
ChemicalYDouse Make fires on them burn faster.
ChemicalZDouse Make them more susceptible to fire.
Firewall Ignite a wall of flames.
Fireburst Create a controlled, timed burst of flame.
Flamebroil Create spontaneous, erratic bursts of flame.
Smokescreen Make it difficult to see or leave.
Temper Flames cannot harm you!
Fan Make their suffering more intense.
Burn Mutilate their limbs with horrific burns.
Disfigure Distort their face with flames.
Immolate Damage everyone, including yourself.
FlamingEmbrace None can escape the embrace of your whip.
RisingHeat Build up heat for devastating blows.
WhipStab Impale an unfortunate victim upon your whip.
BoilBlood Kill them by heating their very blood.
Chemistry:
You can concoct various ingredients into different chemicals for use on your opponents. I'm not really sure how this one should work yet, you'll have to use different commodities to make chemicals. I also don't have names for the chemicals yet apart from obviously gasoline, so I've named them things like Chemical X, Y, and Z (no relation to the Powerpuff Girls).
Enflame:
Syntax: ENFLAME <whip>
WHIP <target>
Damage type: 100% Fire
A particular concoction of chemicals can be rubbed on a whip specially designed for this purpose and ignited, and the whip will stay aflame for an incredible amount of time (an IG month). Unlucky victims can then be struck with the whip, which will deal fire damage in its entirety. Whip damage is not reliant on the stats of the weapon, but rather on the color of the flame (see below). Whips enflamed in this manner do not miss. Whips can target a limb to do limb damage. Nanites are unable to survive in the hostile burning environment of a whip.
Orange:
Syntax: POUR GASOLINE ON <whip>
Damage: medium
Speed: medium
The default color of a whip is orange, which is created by pouring gasoline on it and will deal a medium amount of speed and damage.
Red:
Syntax: POUR CHEMICAL X ON <whip>
Damage: high
Speed: low
blah blah blah
Yellow:
Syntax: POUR CHEMICAL Y ON <whip>
Damage: low
Speed: high
blah blah blah
Blue:
Syntax: POUR CHEMICAL Z ON <whip>
Damage: low
Speed: low
Special: has a chance of causing prone + stun, chance rises with celerity and is 100% at a certain amount of celerity
GasolineDouse:
Syntax: DOUSE <target> WITH GASOLINE
Dousing a target with gasoline will cause them to burst into flame the next time they are hit with fire damage. While doused with gasoline, being on fire cannot be cured. Like all chemical dousings, gasoline is uncurable and expires on its own after 15-20 seconds or something like that (subject to change).
ChemicalXDouse:
Syntax: DOUSE <target> WITH CHEMICAL X
Flames love Chemical X, and it is excellent for making a flame stronger. Being on fire does more damage to a target that has been doused in Chemical X.
ChemicalYDouse:
Syntax: DOUSE <target> WITH CHEMICAL Y
A coating of chemical Y makes flames burn more quickly. The damage from being on fire ticks more rapidly (twice as fast?) while covered in chemical Y.
ChemicalZDouse:
Syntax: DOUSE <target> WITH CHEMICAL Z
Dousing a target with Chemical Z will give them the equivalent of a level 2 vulnerability to fire (or, if they have resistance to fire, it will strip that resistance by two levels, or whatever).
Firewall:
Syntax: LIGHT FIREWALL <direction>
Spraying the ground with gasoline and igniting it properly can cause a massive wall of flames to erupt in a particular direction, scorching any enemies that pass through and setting them on fire.
(I was going to require you to spray gasoline on the ground first like with some of the other room-based stuff, but this isn't a powerful enough ability to warrant that.)
Fireburst:
SPRAY CHEMICAL X AT GROUND <delay>
LIGHT GROUND
SPRAY AND LIGHT CHEMICAL X
Chemical X is controllable enough as a substance that it is possible to delay its ignition by a desired amount of time by carefully spraying the proper amount of it. When lit, it will damage all enemies in the room after that amount of time. You can't put multiple applications of chemical X on the ground at a time.
Having a sufficiently high celerity will allow you to spray and light at the same time for the same balance as only one (though I don't know how much celerity it should be).
Flamebroil:
SPRAY CHEMICAL Y AT GROUND
LIGHT GROUND
SPRAY AND LIGHT CHEMICAL Y
Chemical Y has extremely erratic effects on flames. Spraying it at the ground and lighting it will cause it to be harmless most of the tim but occasionally engulf your enemies passively in flames, randomly lighting them on fire every 6-10 seconds (to make it difficult to time things with). Expires after one minute. There is a significant random factor to the damage.
Having a sufficiently high celerity will allow you to spray and light at the same time for the same balance as only one (though I don't know how much celerity it should be).
Smokescreen:
Syntax: SPRAY CHEMICAL Z AT GROUND
LIGHT GROUND
SPRAY AND LIGHT CHEMICAL Z
By spraying chemical Z at the ground and lighting it, a smokescreen will engulf the room. Everyone but you and other Pyroweaponry users will have a slightly increased chance to miss, be unable to see the exits, and have a chance to stumble around in the smoke upon trying to leave. Expires after one minute.
Having a sufficiently high celerity will allow you to spray and light at the same time for the same balance as only one (though I don't know how much celerity it should be).
Temper:
Syntax: TEMPER
Your intimate knowledge of the ways of the fire will allow you to fireproof yourself, granting yourself a level 2
resistance to heat damage.
Fan:
Syntax: FAN FLAMES ON <target>
Fanning the flames on a target will make them hotter and more intense. Flames begin as orange and can become yellow, white, and blue. The colors have the following effects, and each has the effects of all the ones before it:
Orange: as normal in most other IRE games, though perhaps slightly more damage
Yellow: increased damage, also causes some asphyxiation damage from the smoke, allows for burns (see later)
White: further increased damage, occasionally causes slickness by causing immense amounts of sweat from the sweltering heat
Blue: even further increased damage, gives salves a random chance to evaporate upon contact with the skin and have no effect
Curing the flames will require a mending salve (or equivalent) for each level; so it takes one application to go from blue to white, then from white to yellow, then yellow to orange, then orange to cured.
Extremely (and I mean extremely) high celerity will give a chance to advance by two colors instead of one.
Burn:
Syntax: BURN <limb> OF <target>
You can use your whip to create serious burns on one limb of a target. If this limb was unhurt, it will become broken; if it was broken, it will become mutilated; if it was mutilated, it will become mangled. The target must be engulfed in at least yellow flames for this to work.
Disfigure:
Syntax: DISFIGURE <target>
You can unleash a disfiguring blast of flame at a target, mutilating their face so horribly that it will cause disloyalty in their normally loyal entourage. This is cured by applying mending to the head.
Immolate:
Syntax: IMMOLATE
QUENCH
You can immolate yourself in flames. This will deal damage passively to everyone in your engaged group, including yourself. You will take slightly less damage than the others, however.
FlamingEmbrace:
Syntax: FLAMINGEMBRACE <target>
Your mastery of your whip has progressed to the point where you can control it well enough to coil it tightly around your opponent, forcing them to writhe free in order to move. Provided that your whip is enflamed, they will take small continuous amounts of damage until they writhe free.
RisingHeat:
Syntax: CHARGE HEAT
UNLEASH HEAT UPON <target>
Through elaborate maneuvers of your whip, you can charge up a tremendous amount of heat in it that can be unleashed upon your target. While charging heat, you must focus intensely upon the intricate maneuver and performing any other action will cancel it, as will being paralysed, webbed, etc. Unleashing the heat will do a percentage of the unlucky target's health depending on how long you have been charging it:
6 seconds charging will do 40% health
4 seconds charging will do 30% health
2 seconds charging will do 20% health
Less than 2 seconds charging will have no effect
WhipStab:
Syntax: WHIPSTAB <target>
SURGE <target>
Your whip can impale itself in the chest of a target who is on fire. This cannot be writhed out of but will end automatically if the fire on your target is extinguished at any point. While the target is stabbed in this manner, they will take damage periodically. For obvious reasons, you cannot whip with your whip while doing this but you can send a surge of flame along it, which will function essentially the same. Attempting to leave the room while whipstabbed will cause a two second delay and a bit of damage as the whip snaps free.
BoilBlood:
Syntax: BOIL BLOOD OF <target>
If a target is impaled on your whip, you can send a devastating rush of heat along your whip to boil the very blood in their arteries and veins. If they are also below 50% of their health, this will kill them instantly.