Pyromancy for Black Crusade

By Kaihlik, in Black Crusade

This is really for Dark Heresy as I am doing a conversion of the Black Crusade system but I decided it would be best to put this here in case anyone wanted to use it. Some of the names are placeholders and some of the powers need tweaking to finish them off but I think it should be useable. Please tell me if you think any of the powers need changing as Im sure its not perfect (I did most of the work at 3am). I'll also explain my reasoning for anything if you want to know.

Pyromancy

Pyromancy is the art of creating and controlling fire, as such Pyromancy is known as the most limited of the Psychic Disciplines its uses being mostly on the battlefield. Students of this discipline are known as pyromancers or pyrokinetics and are capable of incinerating entire squads of infantry with a thought. Because of their tendency to revel in the fires they create many who have seen them take to calling them Pyromaniacs although never to their face.

Call Flames
Prerequisites: None
Value:100xp
Action: Half Action
Focus Power: Routine (+20) Willpower Test
Range: Self
Sustained: Free Action
Subtype: Concentration
Description: You call flames into your hands, in order to use this power you must not be holding anything in your hands and you cannot pick anything up while it is in effect. Your unarmed attacks do extra damage equal to 1 x psy rating. Your attacks also have the Flame quality and do energy damage. You can use this power to set flammable objects on fire.

Fire Bolt
Prerequisites: Call Flames
Value: 250xp
Action: Full Action
Focus Power: Challenging (+0) Willpower Test
Range: 20m x psy rating
Sustained: No
Subtype: Concentration, Attack
Description: This power is a Psychic Storm that deals 1d10+5 Impact Damage with a Pen of 0 the flaming quality.

Fire Storm
Prerequisites: Call Flames, Fire Bolt
Value: 200xp
Action: Half Action
Focus Power: Difficult(-10) Willpower Test
Range: 10m x psy rating
Sustained: No
Subtype: Concentration, Attack
Description: This power is a Psychic Blast with a radius of 1m x Psy Rating. Anyone caught within the area of effect suffers 1d10+5 damage +1 per point of psy rating, with a Pen of 0 and the Flaming quality.

Inferno
Prerequisites: Call Flames
Value: 100xp
Action: Half Action
Focus Power: Ordinary(+10) Willpower Test
Range: Self
Sustained: Half Action
Subtype: Concentration
Description: With this power the psyker can chose to increase the area of a fire by by 2m2 per psy rating or its height by 1m per psy (or any combination of the two) rating assuming that there is combustible materials that can burn. For example a psyker with an effective psy rating of 5 could chose to make a fire 2m taller and cover 6m2 more of the ground. In addition all fires burn hotter and as such people increase the Damage people who are on fire take by your psy rating.

Wall of Fire
Prerequisites: Call Flames, Inferno
Value: 150xp
Action: Full Action
Focus Power: Difficult(-10) Willpower Test
Range: 5m x psy rating
Sustained: Free Action
Subtype: Concentration, Attack
Description: You create a wall of fire that is a straight line 2x psy rating long or a circle with a psy rating radius centered on a point of your chosing, the wall of fire is 1m thick and up to 3m high. The Wall of Fire causes 1d10+5 damage +1 per psy rating with the Flaming quality. Anyone on top of of wall when activated may attempt to dodge to avoid getting hit by the flames. Anyone wanting to pass through must take a -20 Willpower test, passing through the fire automatically causes damage.

Douse Flames
Prerequisites: Call Flames
Value: 100xp
Action: Half Action
Focus Power: Challenging (+0) Willpower Test
Range: 10m x psy rating
Sustained: No
Subtype: Concentration
Description: The psyker causes the fire shoot towards himself in a whirling vortex and fills him with unnatural vigour. The Psyker reduces the height of the flames of a fire by a number of meters up to his psy rating and reduces his fatigue by the same amount, not he cannot reduce his fatigue by more than the height of the flames at the start of the fire. Should the height of the flames be reduced to 0m the fire is put out. This power can only affect one fire at a time. For fires that cover a large area the GM should increase the difficulty of the Focus Power test. Alternatively this power can also be used to put out a number of people on fire equal to the characters psy rating although he does not regain fatigue from this.

Flame Immunity
Prerequisites: Call Flames, Douse Flames
Value: 200xp
Action: Half Action
Focus Power: Hard (-20) Willpower Test
Range: Self
Sustained: Free Action
Subtype: Concentration
Description: The psyker cannot be set on harmed by being on on fire and can walk into a fire without suffering any damage, he will however begin to suffer from suffocation if his oxygen supply is limited. The psyker reduces the amount of Damage from Flame, Plasma and Melta Weapons before toughness by 5x psy rating. He also reduces the amount of Damage suffered from Las Weapons before toughness by 2x psy rating.

Kaihlik

So, some feedback with the best of intentions. I'll try and take it by power. If I don't mention anything, presume I think it's fine.

Fire Bolt

I think Fire bolt is a bit too cheap, a bit too accessible and a bit too powerful. Psychic storms are insanely devastating, as is the flame quality. Fire bolt AND it's prereqs in total cost as much as Force storm does on it's own, while having fewer pre-reqs.

While it does a little less damage per hit, it has an easier focus power test AND it has the flame special quality. The reason a lot of pyrokinesis powers were actually less damaging than telekinesis was due to the horrendous nasty that is flame. It deals fatigue, it deals continous, armor ignoring damage AND it quite likely robs you of one or more turns while being punishingly hard to end, and costing at least 1 full action in the attempt. It is quite possibly a bit more powerful than Force Storm, which scales way too **** fast and is quite possibly a little overpowered. So this power, in my mind, needs a bit of a downgrade. It also wouldn't hurt to make it's damage dependent on psy rating, since this helps keep it useful throughout an entire character's lifespan, rather than something that's dropped and discarded as they grow stronger, which BC tends to try and shy away from.

In fact, with the removal of limited discipline rules (in dark heresy, picking pyrokinesis meant not picking something else, which is no longer the case, unless you intend to maintain those rules) pyrokinesis loses one of it's main downsides, which was how insanely focused it was in comparison to the more broad and utilitarian disciplines like biokinesis and Telepathy, since now a starting character can freely pick from all. As such, pyrokinesis in general needs to be a bit downgraded to compensate for the increased availability of multiple disciplines. Obviously, if you intend to continue to enforce discipline limits, ignore this.

Inferno

A bit too much number crunching, in my opinion. The focus on both height and area with psy rating creates a lot of numbers to keep track of, for both GM's and players. I'd instead suggest merely doubling or halving it's area in any or all dimensions, as up to the player. This means large fires grow quicker, and it rewards continual use by creating exponential increases to starting fires, and a exponential decreases in diminishing them, which has a nice thematic feel in my opinion. It's also unclear on how it works when sustained. Can the psyker continue the increase each round while sustaining, or must he sustain it to keep the changes going, and the fire reverts when he stops?

It's range of Self is also a bit odd, since unless the psyker is made of flame, it doesn't appear the correct range descriptor. I'd instead suggest psy rating x 5 or 10 meters.

Lastly, this appears to be based on Sculpt flame, in which case I think you missed the perhaps most fun aspect of that power, which was the ability to animate and manipulate fire to create images, moving objects and other fun stuff like that.

In short, I suggest adding more fun, flavorful uses, simplifying it's mechanics and quite possibly downgrade it's sustain to a free action. Also, it might not hurt to enter a clause that this power can not really be used effectively for offensive purposes, since that's the domain of other powers.

Wall of flame

Perhaps a lil' too cheap, otherwise fine. I'm not sure I'd agree with inferno being a good prereq, but that's mostly due to flavor.

Douse Flames

Same number issue as with inferno, but I really dig the idea of regaining fatigue by absorbing fire. Creates a little of an exploit, since a pyro could light fires and absorb them to work off fatigue, but then again, that has some wonderful thematic implications regardless.

I'd suggest rewriting this so that the character (selectively) suppresses fires within a radius of something like psy rating x 10 meters. And for every 10 meters of fire suppressed, he regains 1 point of fatigue. However, if he douses something that can self ignite (40k version of white phosphorous, for example) it will reignite once outside of his aura. This re-allows some of the really fun and clever uses douse flames had in Dark Heresy for setting up ambushes and the like.

Flame Immunity

The writeup is somewhat confusing, being unclear on just how it interacts with the rules for being on fire. Can a psyker still be caught on fire, only without taking damage? Or does he simply not catch fire in the first place? If it's first one, does he still need to make WP tests to be able to act etc etc

The damage reduction is also perhaps a bit too high, since it 5 times more effective than telekinetic shield per psy rating, and still covers 3 major weapon types, plus it's twice as effective against las as telekinetic shield. It's also completely immune to penetration, since it reduces straight damage, making it even more powerful by quite a lot.

Interestingly enough, it also has no effect on such things as daemon weapons with the flame quality, unless they're already one of the above mentioned weapon categories.

My suggestion is that is makes a character completely immune to the damage and effects of being lit on fire, though for rule of cool I'd say he can still be wreathed in fire, but he AND HIS EQUIPMENT (Vital note there) is completely unharmed by the flames. Gm might also rule he can set people in fire, if he gets close enough to the, but that I'd leave as a mere "At the GM's discretion" kinda thing.

I'd also render the character immune to damage from flamers, and other weapons that deal damage purely through flame. It could also perhaps provide Psy rating X 2 extra armor (that can not be bypassed by warp weapons, but is still reduced by penetration) against plasma, melta, las and weapons with the flame special quality. Also, just because I dislike how telekinetic shield handle it, I'd state it counts as Armor, but it stacks with all other armor, regardless of source.

So yeah, my no doubt way too long thoughts on this. In general though, I applaud the effort! :D Fire is awesome. That is all.

Thanks for the reply.

As I mentioned I did most of this at 3am last night, Fire Bolt origionally started out as a Psychic barrage but I changed it when my 3am brain told me that Force Bolt was a psychic barrage making Fire Bolt in comparison rubbish (I noticed later its not). When I was comparing with Force Storm I was thinking that a psy rating 4 character would have1d10+12 damage and would only take a 1/2 action to cast as well as scaling with psy rating allowing you to push for rediculous damage. Fire Bolt being capped means that it is only useful on human level or lower advisaries which is why It costed less as well as it being a full action. Nevertheless I will re-evaluate this power either reducing it back down to its previous Psychic Barrage status or increasing its cost and maybe adding a stat prerequisite, i'll probably go with the former. Im going to keep its damage the same just now although I will look at maybe scaling it later.

Since I plan on using the powers in Dark Heresy there will be a limit on Disciplins in that the character will start off with access to one of their chosing and gain access to others at a later date but id like these powers to be usable in Black Crusade as well.

Oops on the range thing for Inferno, copy paste error.

I'll take another look at the Inferno and Douse Flame powers and change the way they work, I wasnt too happy with them anyway.

For Wall of Fire I have basically split the powers into Offensive, Offensive Control and Defensive Control with wall of Fire being an Offensive Control power. The idea is that you learn how to make fires grow higher and then eventually make them grow from nothing which is why the Inferno prerequisite. I'll look at the cost again, the costs were a bit arbitrary so im quite happy to change them if they dont work.

I was actually aware of the confusing nature of Fire Immunity when I posted it as it was the last power on the list and I just chopped my notes together rather than rewriting it properly (3am thing again). The power was actually based off of a Dark Heresy minor psychic power from Disciples of the Dark gods where it made you immune to Flame weapons and reduced the damage of all Plasma and Melta by half. The equiptment immunity should be there, its something I meant to type out but forgot.

Thanks again for the feedback, I'll make some changes and then post them tomorow morning.

Kaihlik