Pyrokinesis
Jan 25, 2021 13:59:51 GMT -6
Post by Admin on Jan 25, 2021 13:59:51 GMT -6
Pyrokinesis is the ability to conjure fire via a glance. The pyrokinetic must see his target and then concentrate to conjure flame at that location. The number of successes on the activation roll determines the accuracy of where the Psychic places the flame. If the target is a sentient creature, she may attempt to dodge the blast with an opposed Dexterity + Athletics roll against the number of successes on the activation roll.
Fire conjured by the Path of Pyrokinesis must be released for it to have any effect. Thus, the pyrokinetic might summon forth a palm of flame, but so long as he holds it, he suffers no damage, and the fire casts no light other than being itself visible. Once the flame has been released, however, it burns normally, and the Psychic has no control over it. A pyrokinetic is not immune to his own flame once it is released; he burns as easily as anyone else. Botches with Pyrokinesis tend to be singularly spectacular, as the Psychic self immolates or sends flame shooting wildly about.
The Storyteller may increase the difficulty of the activation roll given any circumstances affecting the target of the flame. Setting fire to a wet log, for example, would indicate an increase of +1 to the difficulty, while igniting asbestos or water would increase the difficulty by 3.
Psychics with Pyrokinesis often live with the constant fear that their control will slip and fire will consume everything around them. Indeed, some pyrokinetics have woken to discover that they have set fire to their homes during particularly violent nightmares.
System
Roll: Manipulation + Awareness
Modifiers: By target, as above Duration: Once ignited, pyrokinetic fire becomes normal fire, and it behaves as described on page 297 of V20
Pyrokinesis Levels
• Candle (difficulty 3 to soak, one health level of aggravated damage per turn)
•• Palm of Flame (difficulty 4 to soak, one health level of aggravated damage per turn)
••• Campfire (difficulty 5 to soak, two health levels of aggravated damage per turn)
•••• Bonfire (difficulty 7 to soak, two health levels of Aggravated damage per turn)
••••• Inferno (difficulty 9 to soak, three health levels of Aggravated damage per turn.)
Fire conjured by the Path of Pyrokinesis must be released for it to have any effect. Thus, the pyrokinetic might summon forth a palm of flame, but so long as he holds it, he suffers no damage, and the fire casts no light other than being itself visible. Once the flame has been released, however, it burns normally, and the Psychic has no control over it. A pyrokinetic is not immune to his own flame once it is released; he burns as easily as anyone else. Botches with Pyrokinesis tend to be singularly spectacular, as the Psychic self immolates or sends flame shooting wildly about.
The Storyteller may increase the difficulty of the activation roll given any circumstances affecting the target of the flame. Setting fire to a wet log, for example, would indicate an increase of +1 to the difficulty, while igniting asbestos or water would increase the difficulty by 3.
Psychics with Pyrokinesis often live with the constant fear that their control will slip and fire will consume everything around them. Indeed, some pyrokinetics have woken to discover that they have set fire to their homes during particularly violent nightmares.
System
Roll: Manipulation + Awareness
Modifiers: By target, as above Duration: Once ignited, pyrokinetic fire becomes normal fire, and it behaves as described on page 297 of V20
Pyrokinesis Levels
• Candle (difficulty 3 to soak, one health level of aggravated damage per turn)
•• Palm of Flame (difficulty 4 to soak, one health level of aggravated damage per turn)
••• Campfire (difficulty 5 to soak, two health levels of aggravated damage per turn)
•••• Bonfire (difficulty 7 to soak, two health levels of Aggravated damage per turn)
••••• Inferno (difficulty 9 to soak, three health levels of Aggravated damage per turn.)