Viewing Effect - Pyromancy
Control fire at will

Create a Pyromancy Power

Description

You may start or extinguish fires at a distance.

System

Exert your Mind and spend an Action to create or extinguish a fire as large as [[fire-size]] at a Location or on any target within [[range]]. These fires are mundane, and require fuel and oxygen to burn. Fires the size of a lighter or candle flame can be created or extinguished without Exerting your Mind.

Lighting a creature on fire deals [[fire-size]], starting the round after the first. Armor reduces this damage, but is likely to be damaged or destroyed after one or two rounds. Fires may be extinguished by the target if they spend an Action and roll Dexterity + Athletics, Difficulty 8.

Enhancements

Battery-operated (Instead of Exerting Mind to activate this Power, it has its own 3-point Source pool. The Source regenerates at the rate of one point per day and cannot be raised with Experience.)
Powers can share a battery pool by taking this Enhancement on each Power and specifying the same Source. Each additional Power after the first increases the capacity of the Source by 2, to a maximum of 10. This Enhancement cannot be used to enhance the owning character's source.

Inferno Home (You are immune to damage from heat and flames. If heat is a substantial component of other damage you would take (e.g. slashed with a flaming sword), that damage is reduced by 2 (in addition to Armor))

Conduit (This Effect has unlimited range, but you require a token of your target to use it. Tokens must be of a particular type determined at Power creation, such as a track of the target, a body part of the target, etc. One activation per token.)
Token types examples: a track of the target, a body part of the target, a mirror that has reflected the target, an object of sentimental value to the target, a sample of the target's handwriting, etc.

Flame Control (You may Exert your Mind to move a fire from one location within range to another location within range, or to draw a line that a fire which is twice as large as your max fire size cannot cross.)

Flame Retardant (You and the equipment on your person have an additional 2 Armor against fire.)
This Armor stacks with a maximum of one other source of Armor. Does not stack with Armor that is already receiving some other sort of bonus.

Arsonist or Firefighter (Choose "Arsonist" or "Firefighter" when taking this Enhancement. If you chose "Arsonist," creating fires does not cost Exertion. If you chose "Firefighter," extinguishing fires does not cost exertion.)

Curse (Instead of taking effect immediately, you may apply this Power as a curse. Specify a condition that, when fulfilled, causes the suspended effect to occur. The target is informed that they have been cursed and of the condition.)
Any activation rolls occur when you attempt to cast the curse, not when it takes effect. The manner of the target being made aware is flexible. Speaking the curse aloud is a popular choice. Unless this Power is Concealed, the target is likely to believe they've been truly cursed. If this Power has a visual effect, it still occurs at the time of cast. If the Power is one that can be dodged or otherwise Reacted to, it is still dodgable at time of casting. No two active curses may have the same Condition.

Immortal Flames (The fires you create cannot be extinguished for a number of rounds equal to 1 plus the level of the Fire Size parameter. After that duration they require fuel and air as normal.)

Triggered (You cannot manually activate this Effect. Instead, choose a triggering event, always outside your control, that activates this Effect without requiring an Action or Exertion cost from you.)
Cannot be taken with the "Conditional" Drawback. The triggering event must be outside of your control, and balance must be strictly enforced by World Leaders. Suitable events may include: suffering an Injury Severity two or higher, being grappled, falling unconscious, being tied up and bound, being angrily screamed at, etc.

Concealed (Using this Effect is not obvious. Choose a Tell that occurs only when you use the Effect; if-- and only if-- someone suspects that a Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.)
As per the standard rules, a complete success (Outcome of at least 4) is required to determine the source and target flawlessly. Lower outcomes may result in partial successes. Your Tell should be something small that would not otherwise frequently occur, such as a slight nosebleed, fiddling with an object, an intense stare.

Drawbacks

Focus (Using this Effect requires a specific kind of item.)
Subject to Playgroup Leader approval. Drawing an accessible object (such as one in a holster) counts as a Quick Action (-2 dice), and removing something from a backpack or luggage requires a Full Action.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen. You must use / wear this item as intended to use this Power.)
Once per Day (You may only use this Effect once per day.)
Conditional (This Effect is only available when a certain condition is met. This condition must be severe enough that this Gift is unusable the majority of the time.)
The condition must be significant. Subject to GM approval.
Aimed (This Effect may be Dodged or Defended against by the target.)
Traumatic (You must make a Trauma roll when you use this Effect.)
Critical Failure (Roll a single D10 when you activate this Effect. If you roll a 1, you critically fail in a way that is extraordinarily dangerous. Failure should cause at least a Severity-4 Injury, a Major Battle Scar, or an effect counter to its purpose.)
Exhausting (After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.)
Exhaustion penalties stack. If you activate this Effect or another Effect with Exhaustion, your penalty will continue to worsen.
Half the Equation (You may only create or extinguish fires, not both.)
Sacrifice (Activating this Effect requires you to take a Severity-1 Injury instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
Fuel (Using this Effect consumes some material good in addition to its other costs.)
Mage (Activating this Effect requires at least two committed Actions and involves intricate use of the arms, hands and either the voice or an object. If interrupted during activation, the Effect fails.)
Just about any attempt to interrupt the ritual should be successful. Even neutral events (like a cat wandering up) may cause it to fail. GM's discretion. If the cast time for the Power is longer than the minimum two actions required, the ritual must last for the entire cast time.
Monstrous (Possessing this Power causes a mutation that elicits a strong, negative social response from the average person in your setting. The mutation is visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor.)
This mutation is ALWAYS present, even when the Gift is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Gift with the Monstrous Drawback per Contractor.
Consumable (Instead of using this Power directly on a target, you must prepare it as a consumable material. Anyone who drinks or eats a full dose is fully affected by the Power and cannot make any resistance rolls. Prepared doses expire in 24 hours.)
Preparing a Consumable dose takes one hour, but any number of doses may be prepared in that time. Any activation-restricting Parameters must be at their default level (e.g. range), and few if any cast-restricting Drawbacks (e.g. long cast) can be taken. This does not reduce Power activation costs, so if you prepare a dose before a Game, you will be Exerted as normal. Any activation roll for this Power is made when the dose is consumed, not when it is prepared. Minimum dose size is a thimble’s worth of fluid. Any decisions about the Power’s behavior that you would normally make at cast time are made when the dose is prepared instead. A prepared dose is a physical object that must be carried and may be lost, stolen, or given away. Drawbacks around activating this Power (ritual, long cast time, etc) are restricted or apply to the dosing of the Power instead of its preparation. If a partial dose is taken, the Power may be partially effective at GM’s discretion.

Parameter - Range

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. Arm's Reach
  2. 20 feet
  3. 300 feet
  4. Line of Sight

Parameter - Fire Size

Default Level: 0

Seasoned Threshold: 3

Veteran Threshold: 4

  1. A torch's flame (2 Damage per round)
  2. A fire in a residential fireplace (3 Damage per round)
  3. A firepit's fire (4 Damage per round)
  4. A Cristmas tree fire (5 Damage per round)
  5. A storage shed fire (6 Damage per round, 2 immediately)

Parameter - Range

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. Arm's Reach
  2. 20 feet
  3. 300 feet
  4. Line of Sight

Parameter - Fire Size

Default Level: 0

Seasoned Threshold: 3

Veteran Threshold: 4

  1. A torch's flame (2 Damage per round)
  2. A fire in a residential fireplace (3 Damage per round)
  3. A firepit's fire (4 Damage per round)
  4. A Cristmas tree fire (5 Damage per round)
  5. A storage shed fire (6 Damage per round, 2 immediately)

Example Powers

Come one, come all! Stand in amazement and behold as the Fire Eater consumes a flame as we would cotton candy! Gasp with fright as they breathe a plume of fire a great distance! And yes, ladies and gentlemen, it is quite dangerous.


Exert your Mind and spend at least two Actions performing the following ritual: a sick fire-eating trick to activate. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you take a Severity-4 Injury as the fire burns your throat. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

You may start or extinguish a fire as large as a fire in a residential fireplace at your target. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.

Lighting a target on fire deals 3 damage per round, starting in the next round after the one in which they caught fire. This damage is reduced by Armor, but the target’s Armor rating will be depleted by any damage dealt, destroying the Armor once it reaches 0.

  • Someone may attempt to extinguish a fire that you started by spending an Action and rolling Dexterity + Athletics, Difficulty 8.
  • You can target yourself if you qualify as a valid target by the other requirements.