Special Burster O.C.C. Pyrokinetic Powers
Note: The following powers are different or more powerful than the common Pyrokinetic Super-Psionic Power, and are exclusive to the Burster O.C.C.
1. Impervious to Fire and Heat: A psionic aura radiates around the Burster, making him and what he is wearing, completely impervious to fire and heat. Even Mega-Damage plasma, napalm, a dragon's fire breath, and magic fires do nothing but minor cosmetic damage (singeclothing or armor, damage a delicate item, etc.). Even the most intense Mega-Damage blaze does no damage whatsoever. This also means the character can pick up and hold hot coals, burning timbers, eat fire (for show, not nourishment), and walk or stand in fire without discomfort or catching on fire; it feels natural and invigorating. This natural ability also means the Burster is unaffected by smoke. He can breathe unimpaired in the thickest billowing clouds of smoke. Vision is only slightly obscured, roughly half the usual distance and clarity of sight, speed is reduced by a meager 10%, and combat penalties are only -I to strike, parry, and dodge; most humans and D-Bees are blinded by smoke (-10 on all combat rolls, -25% on skills and -50% on Spd) and choke on the noxious fumes (roughly the same as tear gas) and a normal person will choke to death from smoke inhalation in a matter of 106+4 minutes. This protective aura even helps protect against electricity (M.D. Attacks inflict half-damage, S.D.C. attacks just tingle), and this character never sweats.
2. Improved Pyrokinesis: As the super psychic power with twice the Range and Duration.
Minor
Manipulate Heat
Fire Ball
Flame Burst Plasma
Communicate w/ Elementals
Supernatural Flame
Fire Jump
Hold Breath (2)
Fire Walk (5)
Pyro-Leap (7)
Fire Attack: MD/SDC (20/10)
Bio-Regenerate (self; 6)
Deaden Pain (4)
Resist Hunger (2)
Deaden Senses (4)
Resist Thirst (6)
Death Trance (I)
See Aura (6)
Empathy (4)
Sense Time (2)
Levitation (varies)
Suppress Fear (8)
Mind Block (4)
Telekinesis (varies)
Resist Fatigue (4)
Telepathy (4)
Major
Super Fire Eruption
Plasma Bolt
Flame Weapon (Psi-Sword)
Shape Fire
Rocket Flight
Self Explosion
Pyro-Propulsion Flight (15)
Fire Shaping
Pyro-Sword (30)
Psychic Body Field (Super - 30; counts as two selections).
Radiate Horror Factor (Super - 8; counts as two selections).
A. Spontaneous Combustion: The ability to create a spark that will ignite combustible material, such as paper, old dry grass, gasoline, etc. Note: Human hair should not be considered a combustible mate- rial. This is a slow fire, starting with a tiny spark and grows. Initially, it is not a roaring blaze. Range: Can be ignited up to 60 feet away. Duration: Instant; fire will last and spread until it is put out or there is nothing to burn. I.S.P.: 2.
B. Fuel Flame: The character can feed the fire with psychic energy, doubling it in size. Affects a 20 foot area. Range: Up to 60 feet +10 feet for each additional level of experience. In- stant. I.S.P.: 4.
C. Extinguish Flames: The power to instantly put out an area of fire. Affects a 30 foot radius of fire. Range: Up to 60 feet away +10 feet per each aditional level of experience. Duration: Permanent until set on fire again. 4.
D. Create Flame: The incredible ability to create fire out of thin air. Can be an 16 foot pillar of fire affecting a 8 foot diameter or a 12 foot (1.8 m) high wall of fire stretching 12 feet (1.8 m) long +2 foot (0.3 m) per each additional level of eperience. Damage: 4D6 M.D. from the pillar, 6D6 M.D. from the wall, plus both have a 72% likelihood of setting any combustibles they touch ablaze (including cloth, rugs, curtains, furniture, etc.). Range: Cast up to 60 feet (9 m) +5 feet (0.6 m) per additional level of experience. Duration: 4 minutes per level of experience; longer if it sets other things on fire. I.S.P.: 20.
3. Sense Fire: This psionic ability enables the character to sense if there is a fire as small as a burning candle nearby. To sense the fire, the Burster must stop and concentrate for a moment (15 seconds/one melee round). A moment later, he receives psychic impressions that indicate the approximate size (big, medium, small, tiny) and the approximate distance (near or far), the general direction (north, south, east, west, and, if in a building, up or down). He can also tell whether it is contained, spreading slowly, or raging out of control, as well as whether it is a natural/accidental fire or an intentional/man-made or magical fire (arson), and how long it has been burning (minutes, hours, days). The psychic can also examine burnt objects or ashes and effectively "object read" them to get an impression of how long ago the fire last burned and whether it was natural or man-made. This at1inity with fire also enables the Burster to recognize Fire Elementals and sense the presence of supernatural creatures of fire, including Fire Elementals of all kinds, fire-based demons, Fire Demon Automatons (see Rifts® Federation of Magic™) and Fire/Water Elemental Fusionists, but not Fire Dragons or other Bursters, unless the latter has burst into flames or is controlling a psionic induced Fire Eruption. Note: This psychic power does not disclose who made the fire, nor how many people may have been involved, nor are exact locations revealed, although it can be used to track down a fire in a search. Also note that the Sense Fire ability applies to fires, not machines or engines that radiate heat.
Range: Sensing for a burning tire will cover an 800 foot (244 m) radius + I00 feet (30.5 m) per level of experience. Examining ashes or burnt debris requires touching it.
Duration: Requires 15 seconds of .preparatory concentration, but the psychic impressions and being in tune to the fire(s) lasts for four minutes, thus the character can use this ability to track down fires, i.e. "we're getting close" ... "oh no, it's spreading" … "it's behind that door," and so on.
Damage: None.
I.S.P. Cost: Two.
Note: If a Burster uses the power of Telepathy, Empathy or See Aura, he can also sense if the target of his psychic probe is a fire bug/arsonist
4. Flame Burst (Self): The psychic can seemingly cause himself to burst into flames and become completely engulfed in fire. In reality, this is a fiery aura around him. Nothing on the Burster's person is actually on fire, so nothing is damaged. Furthermore, the character can move around without difficulty. However, the fire will ignite anything he touches, such as carpeting, drapes, furniture, paper, wood, etc.
Range: Self. Duration: Two minutes per level of experience.
S.D.C. Damage: 6D6 S.D.C. damage per strike to anyone or thing that he touches. Damage is accumulative. Plus, all combustible articles such as clothing will catch on fire, doing an additional 6D6 S.D.C. damage per melee round until extinguished. The flames are not powerful enough to damage M.D.C. items/armor unless within a mile (1.6 km) of a ley line nexus point, then the damage can be increased to ID4 M.D. (and 2D4 directly at a nexus), but costs two extra Inner Strength Points.
MegaDamage: 1D6 M.D. (or 1D6xl00 S.D.C.) can be inflicted (2D6 M.D. at ley lines and 3D6 M.D. at a nexus) if the Burster concentrates intensely to inflict maximum damage. This ID6 M.D. can be added to damage from the Burster's punches, kicks, or simply by being touched!
Note: Additional cost of 8 I.S.P. for the M.D. attacks, lasts only one melee round per level of experience and each M.D. fire attack (punch, kick, head butt, grapple, etc.) counts as two melee actions/attacks.
I.S.P. Cost: 4.
Flame Burst Body Protection (Special): The aura of fire from the Flame Burst also provides a limited M.D.C. field of protection equal to 30 M.D.C. +6 per level of experience, and which renews itself at a rate of 3d6 M.D.C. per melee round (never more than the normal maximum). Note: There is no extra I.S.P. cost for this aura of protection; it comes with the Flame Burst.
5. Starting Powers: Meditation (0), Mind Block (4), Resist Thirst (6), See Aura (6). Gain 5 Minor Powers and 1 Major Power at first Level. Gain 1 minor ability each level and 1 major ability at levels 3, 5, 8, 12, 15
6. I.S.P. Base: Roll 3D4x10 plus the character's M.E. Attribute number to determine the base Inner Strength Points. The character gets another 10 I.S.P. for each additional level of experience. The Burster is considered a Master Psychic. I.S.P. Recovery - spent I.S.P. is regained at the rate of 2 points per hour of activity, or 12 per hour of meditation or sleep.
7. Saving Throw Versus Psionic Attack: As a Master Psychic, the character needs a 10 or higher to save vs psionic attacks.
8. P.P.E. Base: Most of the Burster's P.P.E. has been expended in the development of psychic abilities. The remaining permanent P.P.E. base is only 2d6.
9. R.C.C. Bonuses: +2 on initiative, + 1 on Perception Rolls, +1 to strike, +2 to pull punch, +2 to roll with impact or fall, +3 to save vs Horror Factor and loves hot, spicy foods; can eat 'em without any adverse effect.
The influence of ley line energy: The duration and range of the Burster's pyrokinetic and other psychic powers are increased by 50% whenever on or near (within one mile/I.6 km) a ley line. The duration, range, and damage of his powers are doubled when at or near (one mile/l.6 km) a ley line nexus point! Burster Psychic a.c.c. Stats
Player Note: Like most Master Psychics, the Burster has minimal education, having spent much of the time learning and mastering his or her pyrokinetic powers. The individual has come to rely on those powers, wits, and experience. The typical Burster is a cocky, self-confident adventurer who prefers to use his or her powers and courage rather than skills or machines.
Alignment: Any, but tends to lean toward strong good (Principled and Scrupulous) or very evil (Miscreant or Diabolic).
Attribute Requirements: None. A high M.E. and at least an I.Q. 8 are suggested, but not required.
Race Restrictions: Most common among humans (87%), Elves (5%), Ogres (5%) and 3% others, typically human-like races. Both males and females can become Bursters.
O.C.C. Skills:
Language' Native Tongue at 98%.
Language Other: One of choice (+30%).
Athlelics (General)
I.and Navigation (t 10%)
Math Basic ( ~ 15'Yo)
Pilot Two of choice (+ I0%; any except Military Vehicles).
Streetwise (+ I0%)
WI' Ancient: Two of choice (any).
WI' Modern: One of choice (any except Heavy Weapons).
Hand to Hand: Expert, can be changed to Martial Arts (or Assassin, if an evil alignment) for the cost of two O.c.c. Related Skills.
O.C.C. Related Skills: Select six skills at level one, +1 additional skill at levels 4, 9, and 12.
Communications: Any (+10%).
Cowboy: None.
Domestic: Any (+ 10%).
Electrical: Basic only.
Espionage: None.
Horsemanship: General and Exotic Animals only.
MechanicaL Basic and Automotive only.
Medical: First Aid, Animal Husbandry. Brewing only.
Military: None.
Physical: Any, except Acrobatics and Wrestling.
Piloting: Any (+ I0%), except 'bots, power armor or military.
Pilot Related: Any (+5%).
Rogue: Any. except Seduction.
Science: Math only.
Technical: Any (+ I0%).
WP.: Any. except heavy weapons.
Wilderness: Any.
Secondary Skills: Select six Secondary Skills from the Secondary Skills List in the Skills Section, +2 additional Secondary Skills at levels 3. 6. 9 and 12. These are additional areas of knowledge that do not get any bonuses, other than any possible bonus for having a high I.Q. All Secondary Skills start at the base skill level
Standard Equipment: A couple sets of clothing, light M.D.C. Body armor, sleeping bag, backpack, utility/ammo-belt, two canteens, sunglasses or tinted goggles, air filter, food rations for a week, and some personal items. One weapon for each W.P. +ID4 E-Clips for each. Starts with a commercial vehicle such as a hover vehicle, or a souped-up motorcycle or car.
Money: Starts with 4D6x 100 in credits and 4D4x 1000 in salable Black Market items.
Cybernetics: Starts with none. Tends to avoid implants in favor of natural powers.