Psychic Disciple of Pyromancy

Overbleed X

  • The difference between a successful roll and the target number on a Focus Power roll equals the Overbleed generated by a Focus Power Test.
  • The maximum amount of Overbleed that may be generated is equal to the Psyker’s Willpower Bonus times the Psy Rating used for that Focus Power Test.
  • This Overbleed may be expended on Overbleed Bonuses.
  • X is equal to the amount of Overbleed that must be ‘spent’ to trigger a given Overbleed Bonus.
  • An Overbleed Bonus can only be triggered once per such expenditure.
  • Unless otherwise noted, Overbleed Bonuses are cumulative and stack with each other.

Summoners of Warpfire and controllers of combustion, pyromancers are capable of sculpting and conjuring
flame. A discipline known purely for its destructive prowess, practitioners of this discipline are seen as
unstable and destructive even amongst Psykers, and many are immediately judged to be pyromaniacs who
revel in conflagrations.

Activation Time: Half Action
Range: 5 x Psy Rating
Sustained: Yes
Power Scale: Reflected primarily in psychic techniques.
Technique Trees: Pyrotechnics
Special: Any Pyromancy Techniques that deal damage may light their victims on fire.
Basic Technique: Pyromastery
The Pyromancer can call a small flame into his hand. This flame adds 2 Damage and the Energy typing to his unarmed attacks, though is more typically used to set things alight, or serve as fuel for his other Pyrokinetic powers.
The Pyromancer is also able to douse existing flames while this technique is active, in addition to interfering with Fire based weapons like Flamers.
At his option, he can douse any flames within the area of effect, or prevent fire based weapons from functioning. Chemically flammable substances like Promethium burst back into flame once they are out of the area of effect.
Lastly the Pyromancer can sculpt and control existing flames.

At his option he can:

  • Double or halve a fire’s area.
  • Spread Fire into a number of adjacent 1 meter squares in any direction equal to the user’s Psy Rating.
  • Cause a fire to burst, requiring all objects and creatures adjacent to that fire to Test Agility, lighting them on fire should they fail.
  • Sculpt crude shapes from a fire that resemble crude shapes, objects, creatures, people, body parts and creatures.
  • Cause a fire to spew smoke, filling three times the area of the fire (treat as fog).Each turn you sustain this Technique, you may choose only one of these effects to occur as a Free Action during your turn. You may select another beyond the first by spending a Half Action, though this counts as your Focus Power action for that turn.

Overbleed 5: Choose one of the following bonuses:

  • Increase the effective Psy Rating of this Technique by 1.
  • Increase the detail of sculpted fire into easily recognizable images.
  • Double any one numeric parameter of a chosen sub-effect of the Technique. For example, you can double or halve again a Fire’s area, spread a fire by double the user’s Psy Rating, etc… Doublings for multiple Overbleed bonuses used together in this way are multiplicative. At the beginning of each Round you sustain this Technique, you may change its Overbleed Bonuses as you wish. The new Bonuses must not require more total degrees of success in Overbleed to purchase than you rolled during the Focus Power test.

The Pyrotechnics Tree:

Burning Fist

Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: Yes
Range: Self
Focus Time: Half Action
Your unarmed attacks deal 1d10+SB E damage, and do not have the Primitive quality.
Overbleed 5: Increase the Damage and Penetration of your unarmed attacks by 1.

Endure Flames

Value: 300 XP
Prerequisites: Burning Fist
Focus Power Test: Willpower
Sustained: Yes
Range: Self
Focus Time: Half Action
You are immune to Damage from Fire and Fire based weaponry. Further, you are impervious to the effects of extreme environmental heat, and reduce the Damage dealt to you by Plasma, Las and Melta weaponry by half before reduction by your Toughness Bonus and Armour. The effects of this power extend to your gear and clothing.
Overbleed 10: Reduce the Damage dealt to you by Plasma, Las, and Melta weaponry by an additional 1 point.

Molten Man

Value: 400 XP
Prerequisites: Endure Flames
Focus Power Test: Willpower
Sustained: Yes
Range: Self
Focus Time
: Half Action
While active, this Technique bestows the following effects:

  • All weapons, clothing and gear you’re currently carrying and wearing burst into flames and are permanently destroyed.
  • You are immune to Damage from Fire and Fire based weaponry, and reduce the Damage dealt to you by Plasma, Las and Melta weaponry by half before reduction by your Toughness Bonus and Armour.
  • Gain The Stuff of Nightmares trait, and add +3 to your Toughness Bonus.
  • Anything within 5 Metres of you suffers 1d5 E Damage each Round. Any flammable material in this Radius will ignite.
  • Your unarmed attacks deal 1d10+5+SB E Damage, have Pen equal to this Technique’s effective Psy Rating, and count as having the Power Field quality. Any melee weapon that strikes you has a 75% chance of being destroyed as if struck by a weapon with the Power Field quality.

After this power lapses, the user suffers 1d5 levels of Fatigue.
Overbleed 10
: Reduce the Damage dealt to you by Plasma, Las, and Melta weaponry by an additional 1 point OR increase the Damage and Penetration of your unarmed attacks by 1.

Torch

Value: 100 XP
Prerequisites
: None
Focus Power Test
: Willpower
Sustained
: No
Range
: Self
Focus Time
: Half Action
Creates a palm-sized light equivalent in brightness to a glow-lamp that is coloured according to your whim, and pulses in tune with your heartbeat.
Overbleed 5
: You may up to double or halve the illumination this light gives off and cause it to float up to 1m from your body in any direction. Overbleed bonuses to illumination size or reduction are multiplicative.

Flash Bang

Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: No
Range: 5m x Psy Rating
Focus Time: Action
Anyone within Range must succeed on a Challenging (+0) Willpower Test or become Stunned for 1 Round (beings that do not have either visual OR auditory senses are immune).
Overbleed 10: Increase this Technique’s effective Psy Rating by 1 OR worsen the difficulty of the Willpower Test by one step.

Blinding Flash

Value: 200 XP
Prerequisites: Flash Bang, Torch
Focus Power Test: Willpower
Sustained: No
Range: 4m x Psy Rating
Focus Time: Half Action
All those within Range must make an Agility Test (those with appropriate glare shielding or beings that don’t have visual sensory organs are immune) or be blinded for a number of rounds equal to 1d10 times the user’s Psy Rating.Blinded targets automatically fail vision-based Tests, move at half normal speed, and take a -20 penalty on any Test that involves fighting, movement or reactions. The user may blind himself with this Technique. s
Overbleed 10: Increase this Technique’s effective Psy Rating by 1, OR worsen the difficulty of the Agility Test by one step.

Fire Bolt

Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower
Sustained: No
Range: 30m x Psy Rating
Focus Time: Half Action
You generate a bolt of fire. The appearance and colouration of these flames is up to you. You can direct this bolt at any target within Range that you can see. Make a Challenging (+0) Willpower Test to strike the target; this otherwise acts as a normal ranged attack. On a hit, the bolt deals 1d10+5 E Damage, plus this Technique’s Psy Rating.
This attack can be dodged in the same manner as any other ranged attack. s
Overbleed 5: Increase this Technique’s effective Psy Rating by 1, OR you generate an additional Firebolt which can be directed at any opponent within Range. Test Willpower for each separate target.

Fire Storm

Value: 300 XP
Prerequisites: Wall of Fire, Blinding Flash
Focus Power Test: Willpower
Sustained: No
Range
: 15m x Psy Rating
Focus Time: Half Action
You summon a conflagration of fire to any point or target within Range you have line of sight to. The Radius of the Fire Storm is up to 2 times the Technique’s effective Psy Rating Metres from the point or target you designated. All creatures and objects within the radius take 1d10+5 E Damage, with Penetration equal to this Technique’s effective Psy Rating.
Overbleed 5: Increase this Technique’s effective Psy Rating by 1, or this Technique deals an additional 1d10 E Damage.

Incinerate

Value: 200 XP
Prerequisites: Fire Bolt
Focus Power Test: Willpower
Sustained: Yes
Range: 3m x Psy Rating
Focus Time: Full Action
Deals 1d10 + Psy Rating E Damage to a target within Range that you designate. Each Round beyond the first that you use a Full Action concentrating on the target (it must remain within Range and line of sight), this Technique deals the Damage of the previous Round plus 1. Damage caused by Incinerate ignores both Armour and Toughness.
Overbleed 10: Increase this Technique’s effective Psy Rating by 1.

Wall of Fire

Value: 200 XP
Prerequisites: Fire Bolt
Focus Power Test: Willpower
Sustained: Yes
Range: 20m x Psy Rating
Focus Time: Full Action
Creates a wall of fire 3 Metres high, 1 Metre thick, and a total number of Metres long equal to the user’s Psy Rating times 10. You can place it anywhere within Range, including on top of foes, though they are allowed an Easy (+20) Agility Test to get out of the way. Foes who fail this test, or attempt to cross the wall take 1d10+5 E Damage, with Penetration equal to this Technique’s effective Psy Rating.
Overbleed 10: Increase this Technique’s effective Psy Rating by 1, or increase the Difficulty of the Agility Test by one step.

Holocaust

Value: 500 XP
Prerequisites: Firestorm, Incinerate
Focus Power Test: Willpower
Sustained: Yes
Range
: 2m x Psy Rating
Focus Time: Full Action
All creatures and objects except the user within Range suffers Xd10 E Damage, where X is equal to the user’s Psy Rating times 2. The user takes 1d10 E Damage plus his Psy Rating for each Round he sustains this Technique. All Damage dealt by Holocaust ignores Toughness, Armour, Fields and Immunities, and can otherwise not be prevented.
Any who are slain by Holocaust (including Warp Entities) are killed forever, as its flames burn across all dimensions, and immolate the spirit.
Wounds caused by Holocaust may not be healed by any Psychic Techniques.
Overbleed 10: Increase this Technique’s effective Psy Rating by 1.

Sources: Psychic Powers converted from Dark Heresy to Rogue Trader

Additional techniques from Wrath & Glory 2. ed

Flame Breath

Value: 100 XP
Prerequisites: None
Focus Power Test: Willpower -10
Sustained: No
Range
: 5 m
Focus Time:
Multi-target: No
Effect: You spew a gout of warpfire. Your Flaming Breath fills a line 5m in front of you and is treated as
a having the Flamer Trait.
Overbleed:
1 DoS +1 Energy damage
1 Dos Arc the Flame Breath extends WP bonus amount of metres.


Mindfire

Value: 250 XP
Prerequisites: At least one other Pyromancy power
Focus Power Test: Willpower versus target’s Willpower
Sustained: Yes
Range
: 100 m
Focus Time:
Multi-target: No
Effect: You subtly raise the internal temperature of your target’s body. As the temperature rises they experience intense discomfort and their body falters.
Your target must be within in line of sight to activate this power. If you succeed, you raise the target’s internal temperature and they are Hindered.
In order to Sustain this power you must win an Opposed Willpower Test against your target at the start of each of your turns.
Whilst this power is affecting a target, the effects of extreme cold may be reduced or ignored at the GM’s discretion.
Overbleed :
1 DoS Increase target’s level of Hindered by 1.
1 DoS Target gains Fatigue.


Molten Beam

Value: 400
Prerequisites: Spontaneous Combustion
Focus Power Test: Willpower test versus target’s Dodge
Sustained: No
Range
: 10 m
Focus Time:
Activation: Action
Multi-target: No
Effect: You stretch forth your open hand and release a beam of blindingly bright energy at your foes. This extremely hot beam of raw power melts even the hardest metals to slag, and the air close to the beam’s passage catches fire.
The beam instantly travels along a straight line for 10 m in a direction you choose. Targets struck by the beam suffer 2D10 +2 Energy damage and must pass a -10 Agility Test or be set On Fire.
Overbleed:
1 DoS +1 Energy damage.
1 DoS +10m range


Spontaneous Combustion

Value: 200 XP
Prerequisites: Flame Breath, Mindfire
Focus Power Test: Willpower check versus target’s Dodge
Sustained: No
Range
: 20 m
Focus Time: Action
Duration: Instant
Range: 20 m
Multi-target: Yes
Effect: You focus your rage, eyes glowing with Warpfire, until your enemies burst into flame.
Targets hit with this power suffer 12 +1 ED damage and must make a successful DN 4 Agility Test
to avoid being set On Fire.
Overbleed :
2 DoS +1 ED damage.
1 DoS +10 m range.