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.
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.
Modifier | Size* |
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0 | A candle wick or match. About a three-inch radius. |
-1 | A torch. About a six-inch radius (+1 lethal damage). |
-2 | A small campfire. About a one-foot radius or a Size 1 object. |
-3 | A large campfire. About a two-foot radius or a Size 2 object. |
-4 | Roughly the size of a man. About a four-foot radius or a Size 5 object. |
-5 | A bonfire. About an eight-foot radius or a Size 10 object (+2 lethal damage). |
* A pyrokinetic cannot create a fire larger than a bonfire with a single application of this power.
Modifier | Intensity* |
---|---|
0 | Candle heat sufficient to cause a first degree burn. |
-1 | Torch heat sufficient to cause a second degree burn (+1 lethal damage). |
-2 | Bunsen burner heat sufficient to cause a third degree burn (+2 lethal damage). |
* Thermokinesis is required to create temperatures hotter than a Bunsen burner, such as a chemical fire or molten metal.
Modifier | Fuel* |
---|---|
+2 | A flammable gas (butane, hydrogen, pure oxygen) |
+1 | A flammable liquid (gasoline, kerosene) |
0 | An easily flammable solid (match heads, oily rags, wax, fireworks) |
-1 | Dry and lightweight flammable materials (paper, dry leaves, cotton) |
-2 | Wood, cardboard, most clothing, vampires |
-3 | Wet wood or clothing, hair |
-4 | Plastic, fire retardant cloth, human flesh |
* 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
Dramatic Failure:
The psychic suffers one point of lethal damage due to painful psychic feedback. Alternately, the psychic might produce a flame of the desired intensity but not where he wants it to combust. A pyrokinetic attempting to snuff a flame might make it larger instead.
Failure:
The attempt to start or extinguish a fire is unsuccessful.
Success:
The pyrokinetic ignites his target. If attempting to snuff out a flame, the pyrokinetic accumulates a number of successes equal to the Size of the fire +1.
Exceptional Success:
Additional successes are their own reward.
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 below. 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 flare 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.
Modifier | Emotional response |
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0 | No discernable signs of the emotional state. |
-1 | Noticeable signs of the emotional state. |
-2 | Obvious signs of the emotional state. A Resolve + Composure roll for the subject must succeed to avoid acting on the emotion in minor ways (snide comments toward someone he dislikes, flirting with the person for whom he now feels sexual attraction) every time he has an opportunity to do so. |
-3 | Unambiguous signs of the emotional state. As with the previous entry, except that the target must get at least as many successes on the Resolve + Composure as the empath does on the Psychic Empathy roll to avoid acting out on the emotion in a very obvious way (picking a fight with a person he now hates, acting in a subservient manner toward a person he now loves). |
-4 | Overwhelming signs of the emotional state. The emotional state approaches or even exceeds the level of a derangement (homicidal rage, suicidal depression, obsessive stalking). A Willpower point must be spent for the subject to even attempt a Resolve + Composure roll to contest the emotional compulsion, and he must still get as many successes as the empath does on the activation roll. The target seeks out opportunities to act on the emotion in obvious ways, and any attempt to conceal his state is automatically reduced to a chance die. |