Sunday, August 5, 2012

DCC Psion Power Draft: Pyrokinesis


With this draft, I am keen to know if anything seems off about material melting points. By the way, the going-nuclear ability is inspired by Firestarter.

Pyrokinesis

Pyrokinesis is the ability to speed up the vibrations of matter on a molecular level, giving rise to heat. Psions minus their ML from any fire damage they would take while manifesting this power.

Check Success: You can start to heat material, which is affected based on the number of rounds you concentrate. If you want to concentrate for a number of beyond your ML, you need to make another power check.

You may use Mind Burn to speed up the process; ability points spent reduce the number of rounds needed to achieve an effect on a 1 for 1 ratio.

Rounds
Effect on non-living targets
Effect on targeted creatures
1
Paper, dry grass,wool, and similar materials ignite.
Creatures feel mild pain. Fire-based entities disrupted (Will save to move).
2
Wood darkened, kindling ignited
1d4 damage. Mild blistering.
3
Logs ignited, metals are dropped unless their holder endures 1d4 damage.
1d6 damage.
4
Metals scorch for 1d7 damage. Water boils (1 cubic foot per ML). Leather ignites.
1d8 damage.
5
Logs reduced to embers and scorch for 1d8 damage, as does metal. Concrete grows brittle.
1d10 damage. Roll luck or be scarred.
6
Steel grows soft and scorches for 1d16 damage. Gold melts.
1d12 damage. Creature’s touch now does your ML in damage.
7
Materials scorch for 2d16. Adjacent creatures take 1d12 damage. Glass melts.
1d16 damage. Roll luck or be scarred. Creatures of HD lower than you can’t save.
8
Materials scorch for 3d12 damage. Steel melts.
1d20 damage.
9
Anyone within 20 feet will take 2d12 fire damage.
1d30 damage. Still receive half damage  if they save.
10
Molecules so excited that there is a chance of localized nuclear explosion (roll luck).
Atomized. Still receive 1d16 damage on a save.


Roll 1: Reduce the number of rounds needed to achieve an effect by up to 1d5. Creatures of HD less than your ML can’t save.

Roll 20: Roll 1d6. (1)You are feverish for the next 2 turns (1d4 stamina damage); (2) Success, but you ignite in supernatural flame (no damage to you or possessions) and scortch things for 1d5 damage per round; (3) Your clothes ignite (1d4 damage per round, full round action to put out the flames) ; (4) One of your possessions must make a save or explode (1d8 damage to adjacent creatures); (5) You accidentally summon a fire elemental that is angry at you; (6) Your insides boil for 1d14 damage, but a FORT save will reduce it by half.

No comments: