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
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.
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