Pyrokinesis
PowerPsionic Powers · p.56
Open source p.56Skill: Pyrokinesis (Will/Hard).
You can raise temperatures, either in an area or within a sub-
ject. Each use requires a skill roll, and you can affect anything
you can see. Apply long-range modifiers for distant targets.
When affecting an area (which takes two seconds of concen-
tration), you can raise the temperature by 20° per level, in an
area with up to an eight-yard radius. The change takes place at
(2¥level)° per second, over the course of 10 seconds. Those in
the area do not take damage directly, but they have to deal with
Hard
the effects of heat (p. B434).
IQ (plus Talent) roll. If you later buy TK Grab, the GM may
let you “spend” the point from this perk on it.
Strong Blade: You can psychokinetically reinforce any
weapon you’re holding. Your melee weapons are consid-
ered one quality level higher for the purpose of Parrying
Heavy Weapons (p. B376), and have +2 on any HT rolls to
avoid breaking if damaged (see Damage to Objects,
p. B483), as long as you’re holding them.
TK Tether: You have a special non-transferable bond
with a single piece of equipment with weight no greater
than your BL (or your TK Grab BL, if better). If this item
is “loose” and within two yards, you can call it to your
hand, ready, with a single Ready maneuver. This avoids the
need for DX rolls, Change Posture maneuvers, and stand-
ing still while you grab it (see Readying Weapons and Other
Gear, p. B382). A “loose” item is in no one’s possession –
e.g., lying on the ground, hung on a wall rack, being
thrown to you by a friend, etc. If you know Fast-Draw for
the bonded item, you may roll at -4 to ready it instantly, but
failure means it is flung yards in a random direction!
Umbrella: You can protect yourself from rain, snow, etc.,
as if you were carrying an umbrella.
If affecting a single subject, he resists with Will (inanimate
objects resist with HT). Failure means that the subject takes one
of two types of damage (your choice): Heatstroke does 1 point
of FP damage per level; the FP lost cannot be regained without
a cool environment and liquid to drink. Spontaneous
Combustion does two points of burning (HP) damage per level;
also, treat the flammability class (Making Things Burn, p. B433)
of the subject as one step higher than it actually is! DR does not
protect against either type of harm. At the GM’s option, this
damage can be converted to dice, as for TK Crush (p. 54).
Statistics: Temperature Control 1 (Area Effect, 8 yards,
+100%; Heat, -50%; Increased Range, LOS, +70%; Psychokine-
sis, -10%; Requires Will Roll, -5%; Takes Long-Distance Modi-
fiers, -5%) [10/level] + Burning Attack 2 points (Incendiary,
+10%; Malediction 3, +200%; No Signature, +20%; Psychoki-
nesis, -10%; Variable, +5%) [2/level]* + Fatigue Attack 1 point
(Hazard, Heat, +20%; Malediction 3, +200%; No Signature,
+20%; Psychokinesis, -10%; Variable, +5%) [2/level]*.
* Alternative Abilities (¥1/5 cost) to Temperature Control.