Pyrokinesis

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Pyrokinesis
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{{Infobox Merit
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{{Infobox_Merit
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|Level1=5
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|Type=Mental
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|Prerequisite=None
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|Source=Second Sight Sourcebook
|Source=Second Sight Sourcebook
|Pages=p. 50
|Pages=p. 50
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|Status=Allowed
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|Fixed=Yes
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|Type=Power
|Restriction=Mortal
|Restriction=Mortal
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|Level1=5
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|Prerequisite=None
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'''Effect:'''<br/> Pyrokinesis represents the ability to cause objects to spontaneously combust. Psychics with this power are usually referred to as pyrokinetics. Pyrokinesis is separate and distinct from [[Thermokinesis]] (see below), the latter of which permits a psychokinetic to actually manipulate ambient temperature. Pyrokinesis does not directly produce heat. Instead, this power triggers a chemical reaction that causes a given material to burn. A fire triggered by this power continues to burn until its fuel has been exhausted or until the fire is put out normally. A pyrokinetic can also extinguish an existing flame (whether or not she started it), but stopping a fire may be more difficult than starting one, as a fire may quickly spread to encompass a bigger area than where it was ignited. Once a fire is set, it follows all normal rules for fire damage. (See the [[World of Darkness Sourcebook]], p. 180.)
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'''Effect:'''<br/> Pyrokinesis represents the ability to cause objects to spontaneously combust. Psychics with this power are usually referred to as pyrokinetics. Pyrokinesis is separate and distinct from [[Thermokinesis]] (see below), the latter of which permits a psychokinetic to actually manipulate ambient temperature. Pyrokinesis does not directly produce heat. Instead, this power triggers a chemical reaction that causes a given material to burn. A fire triggered by this power continues to burn until its fuel has been exhausted or until the fire is put out normally. A pyrokinetic can also extinguish an existing flame (whether or not she started it), but stopping a fire may be more difficult than starting one, as a fire may quickly spread to encompass a bigger area than where it was ignited. Once a fire is set, it follows all normal rules for fire damage. (See the World of Darkness Rulebook, p. 180.)
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A character with Pyrokinesis must overcome three difficulties in starting a fire: the size of the fire to be set, the desired heat level of the flame and the relative flammability of the material to be ignited. The modifiers applied to an attack roll for each of these criteria are listed below.
A character with Pyrokinesis must overcome three difficulties in starting a fire: the size of the fire to be set, the desired heat level of the flame and the relative flammability of the material to be ignited. The modifiers applied to an attack roll for each of these criteria are listed below.
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'''Option [Emotional Pyrokinesis]'''<br/>
'''Option [Emotional Pyrokinesis]'''<br/>
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Whenever a pyrokinetic is in the grip of strong emotion, the Storyteller may direct the player to roll [[Pool::Resolve]] + Composure with a dice penalty equal to the intensity of the emotion as described by the Emotional Response table on p. 60. If the roll is unsuccessful, the pyrokinetic’s powers function randomly, igniting small, nearby fl ammable objects. A dramatic failure means that this pyrokinetic activity might fl are up at random intervals over the next several days whenever the pyrokinetic is agitated. Such wild phenomena do not require the expenditure of a Willpower point. A pyrokinetic with this option gains a +2 bonus on all deliberate uses of this power.
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Whenever a pyrokinetic is in the grip of strong emotion, the Storyteller may direct the player to roll [[Pool::Resolve]] + Composure with a dice penalty equal to the intensity of the emotion as described by the Emotional Response table on p. 60. If the roll is unsuccessful, the pyrokinetic’s powers function randomly, igniting small, nearby flammable objects. A dramatic failure means that this pyrokinetic activity might fl are up at random intervals over the next several days whenever the pyrokinetic is agitated. Such wild phenomena do not require the expenditure of a Willpower point. A pyrokinetic with this option gains a +2 bonus on all deliberate uses of this power.
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{{characteristics}}
{{characteristics}}

Latest revision as of 02:06, 27 April 2016

Allowed Power
Second Sight Sourcebook.jpg
Second Sight Sourcebook p. 50
Preq's None
Level(s) ●●●●● (30XP)
Venue Mortal
Possessed By
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Effect:
Pyrokinesis represents the ability to cause objects to spontaneously combust. Psychics with this power are usually referred to as pyrokinetics. Pyrokinesis is separate and distinct from Thermokinesis (see below), the latter of which permits a psychokinetic to actually manipulate ambient temperature. Pyrokinesis does not directly produce heat. Instead, this power triggers a chemical reaction that causes a given material to burn. A fire triggered by this power continues to burn until its fuel has been exhausted or until the fire is put out normally. A pyrokinetic can also extinguish an existing flame (whether or not she started it), but stopping a fire may be more difficult than starting one, as a fire may quickly spread to encompass a bigger area than where it was ignited. Once a fire is set, it follows all normal rules for fire damage. (See the World of Darkness Sourcebook, p. 180.)
A character with Pyrokinesis must overcome three difficulties in starting a fire: the size of the fire to be set, the desired heat level of the flame and the relative flammability of the material to be ignited. The modifiers applied to an attack roll for each of these criteria are listed below.

Size* Dice Modifier
A candle wick or match, About a three-inch radius 0
A torch, About a six-inch radius (+1 lethal damage) -1
A small campfire, About a one-foot radius or a Size 1 object -2
A large campfire, About a two-foot radius or a Size 2 object -3
Roughly the size of a man, About a four-foot radius or a Size 5 object -4
A bonfire, About an eight-foot radius or a Size 10 object (+2 lethal damage) -5
*A pyrokinetic cannot create a fire larger than a bonfire with a single application of this power.



Intensity* Dice Modifier
Candle heat sufficient to cause a first degree burn. 0
Torch heat sufficient to cause a second degree burn (+1 lethal damage). -1
Bunsen burner heat sufficient to cause a third degree burn (+2 lethal damage). -2
* Thermokinesis is required to create temperatures hotter than a Bunsen burner, such as a chemical fi re or moltenmetal.



Fuel* Dice Modifier
A flammable gas (butane, hydrogen, pure oxygen) +2
A flammable liquid (gasoline, kerosene) +1
An easily flammable solid (match heads, oily rags, wax, fireworks) 0
Dry and lightweight flammable materials (paper, dry leaves, cotton) -1
Wood, cardboard, most clothing, vampires -2
Wet wood or clothing, hair -3
Plastic, fire retardant cloth, human flesh -4
* Igniting anything more flame resistant than this requires Thermokinesis.




The roll to start a fire involves Wits + Resolve. When the pyrokinetic seeks to ignite a person or some other target capable of movement, the attempt is treated as a ranged attack. Defense does not apply, but the pyrokinetic suffers a –2 penalty when attempting to ignite a moving target. Short range for a pyrokinetic attack is equal to a psychic’s Intelligence + Wits + Pyrokinesis dots in yards. Medium range is twice that distance and imposes a –2 penalty on an attack dice pool. Long range is up to twice medium range and imposes a –4 penalty on an attack dice pool.

The damage inflicted with a successful pyrokinetic attack is equal to one point of lethal damage for each success. This damage pool (minus the benefits of any heat-resistant armor) is inflicted every turn on anyone set ablaze until the fire is put out.

Once a fire is set, it can be put out normally or extinguished instantly with another application of Pyrokinesis. Putting out an existing fire requires an extended Stamina + Resolve roll with the number of successes required equal to the Size of the blaze +1, with each roll taking one turn’s action.

Cost: 1 Willpower

Dice Pool: Wits + Resolve to start a fire. Stamina + Resolve to snuff one out.

Action: Instant to start a fire. Extended to snuff out a fire, with each roll representing one turn.

Roll Results



Option [Emotional Pyrokinesis]

Whenever a pyrokinetic is in the grip of strong emotion, the Storyteller may direct the player to roll Resolve + Composure with a dice penalty equal to the intensity of the emotion as described by the Emotional Response table on p. 60. If the roll is unsuccessful, the pyrokinetic’s powers function randomly, igniting small, nearby flammable objects. A dramatic failure means that this pyrokinetic activity might fl are up at random intervals over the next several days whenever the pyrokinetic is agitated. Such wild phenomena do not require the expenditure of a Willpower point. A pyrokinetic with this option gains a +2 bonus on all deliberate uses of this power.
Facts about PyrokinesisRDF feed
Character TypeMortal  +
Merit Dots5  +
Merit TypePower  +
Page has default formThis property is a special property in this wiki.Merit Editor  +
ParentSecond Sight Sourcebook  +
PermissionAllowed  +
PoolWits  +, Intelligence  +, Stamina  +, and Resolve  +
SourceSecond Sight Sourcebook  +
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